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http://img15.hostingpics.net/pics/133238Titre1.png == 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. http://img15.hostingpics.net/pics/782004Titre.png == 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. *Barbarian: No activation sequence is constructed. Taking turns, the players reveal the card of their choice from their deck and activate the corresponding unit. Cards that have been revealed are put to one side to show which units have already been activated. *Marauder: The players shuffle their cards face down into a single deck. Th e fi rst active player (see further) draws the first card and hands it to its owner, making him the new active player. Th e unit represented by the card is activated. When all the actions of this unit have been performed, the player on the left of the player who originally drew the card, draws the next card, thus activating the corresponding unit, etc. *Warlord: Each player shuffl es his deck and, without looking at it, places it face down in front of him. The first player reveals his fi rst card and activates the corresponding unit; the next player then does the same. Every player has a random activation sequence! *General: Each player places his cards in front him, face down, from left to right in the order they wish to play them. *Master strategist: Each player prepares his activation sequence in secret. All the players place at the same time their cards in front of them, face up, from left to right in the order in which they wish to play them. *Military genius: Each player prepares his activation sequence in secret. The players are divided into two sides. All the players place their cards in front of them from left to right in the order they wish to play them. One of the two sides places its cards face up and the other side places them face down. The side that plays face up remains the same for the whole game. == Authority Opposition == Each company is led by an Incarnate; the one with the highest Authority value is the Commander of the company. Th e players perform an Authority opposition with their respective Commanders. Th ey each roll a die and add their Commander’s Authority to the result. *If a player gets a on the die, he automatically loses the Authority opposition. *If all the players get a on the die, they all re-roll the Authority opposition. *If the die shows a , the player gets to choose if he wants to re-roll the die and add the new result to the previous *However, if the re-rolled die shows , the Authority opposition is lost! Th e die can continue to be re-rolled as long as it shows a . If a game effect allows a player to roll several dice, only the best one is kept. If he chooses to re-roll a , any other die that rolled a diff erent result is discarded. *If several players roll a , the player whose Commander has the lowest Authority re-rolls fi rst. The player who obtains the highest fi nal result wins the Authority opposition. In case of a tie, the test is re-rolled. If the Commander has the “Strategist” ability, a bonus die is rolled on the Authority opposition (only the best die is kept). If the Commander is part of a unit in rout, or if the company does not include any Incarnate with an Authority value, the result of the Authority opposition is the result of the die alone (modifi ed by possible game eff ects). Th e winner of the Authority opposition chooses who the fi rst active player will be. He may choose himself. Th e winner of the Authority opposition gets other advantages during the round, so it is useful to remember who it is. === Activation Phase === During the activation phase players take turns to activate their units. An activated unit can move, attack from range, use its mystical powers and engage in furious mêlées! Reminder: Th e active player is the player whose turn it is to play. Th e winner of the Authority opposition decides which player goes fi rst. Th e player whose turn it is to play is called the “active player” Th e active player resolves the following steps in the order below: *1/ He draws, reveals or picks a card according to the game mode selected; *2/ The corresponding unit is activated and the player who controls it resolves its actions; *3/ The active player hands the lead to the next player, who becomes the active player. Important: In Marauder mode the active player changes whenever, during the fi rst step, he draws the card of a unit that is not his. == Drawing the Cards == The drawing of the cards is diff erent depending on the mode selected for the game. The next step is Activating the unit. '''Barbarian mode''' The active player picks one of his cards and goes on to the next step “Activating a unit’. '''Marauder mode''' The first active player draws the fi rst card without revealing it to his opponent. If it is one of the opponents’ cards, he reveals it and hands it to him. Th e corresponding player becomes the active player and goes on to the next step “Activating a unit”. If it is one of his cards, he has two options: *He reveals the card and goes on to the next step “Activating a unit”; *He places the card in reserve. Th is can be done once per round and per player. The card is not revealed, it is put aside and the player passes his turn. When his turn to draw a card comes again, the player can choose not to draw a card and play the one he has in reserve instead. If there are no more cards to draw, the player plays his reserve card. '''Any other mode''' The active player chooses one of the following actions: *He reveals the fi rst card of his activation sequence. The corresponding unit is activated: the player goes on to the next step “Activating a unit’; *He chooses to put the fi rst card of his activation sequence in reserve. Th is can be done only once per round per player. The card is not revealed, it is put aside and the player passes; *He plays his reserve card. Th is card is revealed instead of the fi rst card in his sequence. Th e corresponding unit is activated and the player goes on to the next step “Activating a unit”. == Activating Unit == When it is activated a unit can perform one of the following actions. Th e player must announce the action before measuring distances. *Walk; *Walk and/or ranged attack and/or mystic action (in any order chosen by the player); *Run and/or mystic action (in any order chosen by the player) *Assault and/or mystic action (in any order chosen by the player). It is possible to decide not to do anything. Th e unit is still considered activated. Once the action chosen has been resolved the fi rst player hands the lead to the player to his left, who becomes the active player. Th e activation phase ends once each player has revealed his entire activation sequence. In Marauder mode, the active player is the player whose card has just been revealed. Th e activation phase ends when the deck is empty and when all the reserve cards have been played. == Moving a Unit == A movement (walk, run or assault) depends on the action chosen and the Movement value of the unit’s fi ghters. A unit’s Movement value is equal to that of its slowest member. Fighters take the most direct route when they move. Th e maximum distance (in cm) depends on the type of movement chosen: • Walk: Th e unit can move in any direction. Th e maximum distance is equal to the unit’s Movement . Walking does not allow the unit to engage an enemy unit. • Run: Similar to Walk, but the maximum distance is equal to twice the unit’s Movement . • Assault: Th e unit moves towards the enemy unit designated by the player. Th e maximum distance of this movement is equal to twice the unit’s Movement . An assault allows the unit to engage a single enemy unit. '''Obstacles''' A unit skirts around obstacles when it moves; impassable terrain elements or units are obstacles. Infantry and cavalry units on the same side and in scattered formation do not hinder each other’s movement. However, they cannot fi nish their movement inside one another’s formation. A unit that does not have enough movement to move entirely through an obstacle stops 1 cm in front of it. *If the unit is in close formation, all of its fi ghters must stay in base to base contact during the whole movement.However, the number of ranks and the position of each fighter may change during and after the unit’s movement. '''Assault''' An assault is a movement that allows a unit to engage the enemy in mêlée. *A free unit can assault an enemy unit; *An engaged unit can assault an enemy unit it is in contact with. In this case only the free fi ghters of the unit can move to engage enemies, but all the fi ghters in contact after the movement can attack – even those who have not moved! The player measures the distance (skirting round obstacles) separating the assaulting unit from the designated enemy unit. *If this distance is greater than twice the unit’s Movement, the assault fails. Th e unit moves as close as possible to the designated unit and remains in formation. *If the distance is less than or equal to twice the unit’s Movement, the unit goes into scattered formation. Th e assault succeeds and both units are engaged. All of the assaulting fi ghters are moved in the order chosen by the player. If possible, each of them who has enough movement is placed in contact with an assaulted fi ghter, If their base allows them to, and if the player wants to, he can engage several fi ghters at once. The assaulting fi ghters out of reach are moved in as close as possible, respecting the formation rules. Th is is war! *If the unit succeeds at the test, the assault takes place normally; *If the unit fails the test and is the active unit, it is in rout and its activation ends, but it remains where it is. *If the unit fails the test and it is not the active unit, it is in rout and it is subjected to Morale rules. == Unit Ranged Attack == A unit can attack from range if at least one of its fi ghters fulfi lls the following conditions: *He has ranged combat characteristics; *His unit is free. Ranged attacks are resolved either before or after the unit’s movement. All the marksmen of the unit who have the same profile shoot at the same target simultaneously; marksmen who have diff erent profi les shoot in diff erent salvos. Each salvo is resolved according to the following steps: *1/ Choice of the target and the marksmen *2/ Measuring the range *3/ Ranged attack test *4/ Strength test *5/ Removal of the losses The player can choose in which order the salvos are resolved. It is possible to decide not to shoot with a certain profi le of marksman. For example, if a special fi ghter has a ranged weapon that is diff erent from that of the standard fi ghters accompanying him, it is possible to choose not to shoot with one of the profiles. ==== Choice of the target and the marksmen ==== Th e active player designates an enemy unit as the unit’s target. It needs to be able to see at least one fi ghter of the unit it is shooting at. It is impossible to target an engaged unit. Only the marksmen who can see a fi ghter of the targeted unit can shoot. ==== Measuring the range ==== The distance between the two units is measured from leader to leader using the range marked tape measure. Th e range is the diffi culty for the ranged attacks. ==== Ranged attack test==== Th e player rolls the number of dice indicated by the profi le’s ranged combat characteristic , multiplied by the number of marksmen. Th e action value is their Ranged attack, the diffi culty is the range measured. Each success infl icts a hit. Each failure is a miss. ==== Strength test ==== Th e active player rolls one die per hit. Th e action value is the Strength of the ranged weapon used; the diffi culty is the Resilience of the fi ghters of the targeted unit. Each success infl icts one damage point on the targeted unit. ==== Removal of the losses ==== Damage points are distributed to eliminate as many fighters as possible. Th e fi ghters closest to the leader of the unit of marksmen are eliminated fi rst. Eliminated fi ghters are removed from the battlefi eld.It is possible to cause more hits and more damage points than dice rolled (see General rules), but a salvo cannot eliminate more targets than there were weapons shot. ==Combat== A combat is resolved when a unit is engaged with an enemy unit at the end of its movement or when an engaged unit chooses not to move when it is activated. Th e fi ghters on both sides then form a mêlée, where the active unit hacks its enemies to bits in hand to hand combat. Th e latter will only be allowed to retaliate during their next activation… if they survive. A mêlée is split into a number of combats. Each combat opposes two profi les of fi ghters: an attacker profi le for the active unit and a defender profi le for the unit being assaulted. Th e active player chooses the order in which the fi ghters of his unit resolve their combats. *A fighter can only fi ght against the enemies in contact with his base or his miniature; *A fighter can be involved in several successive combats if he is in contact with enemies with diff erent profi les. In this case, his combat dice are split between the diff erent combats he takes part in. Each combat is resolved following the steps in the order below: *1/ Choice of weapon *2/ Hand to hand attack test *3/ Strength test *4/ Removal of the losses ==== Choice of Weapon ==== The active player selects a combat: a profile from his active unit (the attackers) against a profile from the enemy unit (the defenders). The attackers corresponding to this profile strike the defenders with whom they are in contact. Important: ''Any special fighter (leader, standard bearer, musician, mystic, etc.) is grouped with the troops of his unit as long as he shares the same characteristics.'' Each attacker has a number of combat dice printed on his card. These dice are used for the whole mêlée and need to be split between the different combats where applicable. If an attacker is going to be involved in several successive combats, the player chooses how many dice he attributes to the current combat. He may decide to not to use any; in this case the attacker does not participate in this combat. ==== Hand to hand attack test ==== The active player rolls the attackers’ combat dice. The action value is the Attack value of his fighters, the difficulty is the defenders’ Defense. Each success is a hit. With a little luck, it is possible to score more hits than combat dice! ==== Strength Test ==== The active player rolls one die per hit. The action value is the attackers’ Strength, the difficulty is the defenders’ Resilience. Each success inflicts one damage point on the defenders. It is possible to inflict more damage points than hits obtained! ==== Removal of the Losses ==== The active player attributes the damage points to the defenders in contact with his attackers, eliminating as many enemies as possible. The eliminated fighters are removed from the game. The combat is over. The active player then resolves the next combat starting from step 1. The unit’s activation is over. ===Control Phase=== During the control phase, each player evaluates the situation of his company on the battlefi eld. Th e player determines which objectives he controls and collects the Elixir indispensable for his Incarnates. He performs the following actions in the order below: *1/ Calculation of faith points and mana points *2/ Maintenance of eff ects *3/ Collection of Elixir *4/ Time out The player who won the Authority opposition resolves the entire control phase first. == Maintenance of effects == Some game eff ects may last from one round to the next. Starting with the winner of the Authority opposition, the players manage these eff ects during the control phase, in the following order: *Costs: Some effects require the spending of faith points or mana points to last from one round to the next. *Negative eff ects: The players resolve the effects that handicap or threaten to eliminate fighters; *Abilities: The players resolve the effects linked to abilities; *Resurrection and reinforcements: The players resolve the effects that allow a fighter to come back on to (resurrection), or to enter (reinforcements),the battlefield. == Collection of Elixir == In Confrontation, companies do not fight just to take control of cities or strategic routes. The Incarnates who lead them into battle are guided by the gods. These heroes fight to collect their Elixir, fragments of their soul tying them to their god, allowing them to wield supernatural powers and to achieve their fate. Each battle of Confrontation details the objectives present on the battlefield. During the collection of the Elixir, each player determines the objectives he controls. An objective is controlled by the player who has the greatest total Power (see p. 81) within 10 cm. Fighters in rout do not count towards this total. In case of a tie, no one controls the objective. An objective remains under control until the next control phase, even when the control conditions are not fulfilled anymore. Each player obtains the number of Elixir points corresponding to the objectives they control (these numbers are indicated by the war council). The Elixir points are used to spark the Incarnates’ powers and to win the battle. Once a player has reached the number of Elixir points indicated by the war council, he wins the game. == Time Out == Th is step simply marks the end of the round and the passage to the next one. ===Morale=== Strategy alone is not enough to win a battle. Th e bravery of the fi ghters or their chances of scaring the enemy away are also crucial. A unit’s morale is defi ned by one of two states: by default, fi ghters are valiant. When things turn sour, they are in rout and tend to run for the hills. Courage tests and Fear tests determine when and how a unit’s state changes. To support its soldiers in combat, each company can include Incarnates and war staff s. Th eir presence helps to keep the units valiant throughout the battle. ==Courage and Fear== Because of their size, their reputation or their supernatural aspect, some fi ghters can frighten their opponents. Th e presence of such warriors may aff ect the course of combats and the outcome of mêlées. Th is icon indicates Courage. Fighters with this symbol on their card are said to be courageous. Th is icon indicates Fear. Fighters with this symbol on their card are said to be frightening. Frightening fi ghters use their Fear value to resolve any Courage tests they may have to make. All the rules that apply to Courage also apply to Fear. However, frightening fi ghters can also terrorize their opponents and rout them. '''Courage Test''' A valiant unit is forced to take a Courage test in either of the following circumstances: *During its activation: If the unit has fallen to below half the number of members it started with. In this case, the diffi culty of the test is 1. Incarnates and familiars are members of a unit. Th e diffi culty may be increased by two aggravating factors: + 2 if the unit is engaged with units with a greater Power; + 2 if the unit is engaged with a frightening unit. *During an assault involving a frightening unit: Th e diffi culty is equal to the highest Fear value in the frightening unit. During an assault involving two frightening units, only the one with the lowest Fear rolls the Courage test. If it is a tie, no Courage test is rolled. Th e action value is the highest Courage. When a unit fails its Courage test it is in rout. Units in rout never need to take Courage tests, with the exception of rallying tests. '''Rallying''' At the beginning of its activation, if the unit is in rout, the players roll a Courage/Fear test (1) . Th is test is made with the highest Courage/Fear value in the unit as the action value. Th e diffi culty of this test can be increased by: + 2 if the unit is engaged with a unit with greater Power; + 2 if the unit is engaged with a frightening unit. A unit in rout that successfully passes this test regains their valiant state. Rallied units are not considered as having resisted the Fear value that placed them in rout. Fleeing When a unit fl ees all of its fi ghters that are in contact with any enemy fi ghter are eliminated. A fl eeing unit moves twice its Movement cm towards the nearest edge of the battlefi eld. It is considered to be in scattered formation and moves in a straight line, skirting around terrain and friendly units. A fl eeing unit is eliminated if: *At least one of its fi ghters leaves the battlefi eld through one of its edges; *Its fleeing movement brings the unit in contact with an enemy unit. Th e deserters are intercepted and slaughteredwithout mercy! == Morale States == '''Vallant Unit''' A valiant unit is ready for battle and acts normally. It is determined to defeat the enemy, even if it means putting their own lives in jeopardy. '''Unit in rout''' A unit in rout no longer believes victory is possible. It tries to leave the battlefi eld as quickly as it can. A unit in rout is subject to the following eff ects: *The Authority and Attack of its members are equal to 0; *When the unit is activated it fl ees. It disengages if necessary; *It cannot use any tactics. *It cannot shoot or use any mystic eff ects. However, it recovers its mystic resources as usual. *It does not count towards the control of objectives. '''Immune to Fear''' During an assault a unit automatically succeeds any Courage test whose diffi culty is lower than or equal to a Fear value it has already resisted. ==War Staffs == A war staff is composed of an Incarnate accompanied by a standard bearer and/or a musician. Th e standard bearer and the musician are identifi ed thanks to their equipment (standard or musical instrument). A unit can include only one standard bearer and one musician. A war staff including an Incarnate, a musician and a standard bearer is considered complete. '''Effect of a war Staff''' Units in the same company gain advantages in presence of a war staff : *War staff including a standard bearer: Th e units that can see the standard can use the Courage, Fear and Authority values of a war staff to resolve their own Courage or Authority tests; *War staff including a musician: Th e units that are within 30 cm of the musician can use his tactic; *Complete war staff : Both eff ects are cumulated. A unit can only benefit from the eff ects of a single war staff . If a unit is in a position where it could use more than one war staff , the player chooses which one to use. The values shared by the war staff are those the Incarnate would use if he had to take the test himself – even if these values are those from the Incarnate of yet another war staff ! Some complete war staff s also give specifi c tactical bonuses to their unit; these are described in the relevant Army Books. War staff s that are in rout no longer share Courage, Fear and Authority values, and none of their possible tactical bonuses can be used. '''Commander''' The companies of the Rag’narok are not led by some chaotic bunch of Incarnates. Th ey all obey the orders of one individual: the Commander. He is the Incarnate with the greatest Authority in the whole company. If there are several possible Commanders the player may choose which one is the Commander. Th e Commander gains a special privilege: his unit rolls two dice to resolve Courage tests. Th e Authority opposition of the tactical phase is always resolved using the Authority of the Commander. If his unit is in rout, his Authority is equal to 0. When the Commander of a company is eliminated, the player immediately designates a new Commander (selected in the same way as the previous one).
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