Difference between revisions of "Confrontation Board Game"
From Wiki Confrontation
(→Courage and Fear) |
(→War Staffs) |
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*At least one of its fi ghters leaves the battlefi eld through one of its edges; | *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! | *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 == | ==War Staffs == | ||
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*Complete war staff : Both eff ects are | *Complete war staff : Both eff ects are | ||
cumulated. | 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 | + | 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. | more than one war staff , the player chooses which one to use. | ||
The values shared by the war staff are those the Incarnate | The values shared by the war staff are those the Incarnate | ||
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and Authority values, and none of their possible tactical bonuses | and Authority values, and none of their possible tactical bonuses | ||
can be used. | 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). | ||