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Skills
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Puce  Accès Arrière [CONFRONTATION] : 
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Puce  Additional limb [CONFRONTATION] : 
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A warrior who possesses Additional limbs can strengthen his offensive or defensive power by striking an opponent on all sides or by defending himself with relentlessness. This Ability is activated before the Initiative Roll, in the Hand to Hand Combat phase. The warrior may invert his scores in Attack and Defence. These effects last until the end of the round.
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Puce  Adept of Air Element [INCANTATION] : 
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Magicians of the second level are skillful manipulators of the strange arts of more than one element. They may have two artifacts and three spells.
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Puce  Adept of Darkness Element [INCANTATION] : 
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Magicians of the second level are skillful manipulators of the strange arts of more than one element. They may have two artifacts and three spells.
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Puce  Adept of Earth Element [INCANTATION] : 
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Magicians of the second level are skillful manipulators of the strange arts of more than one element. They may have two artifacts and three spells.
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Puce  Adept of Fire Element [INCANTATION] : 
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Magicians of the second level are skillful manipulators of the strange arts of more than one element. They may have two artifacts and three spells.
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Puce  Adept of Instinctie Magic [INCANTATION] : 
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Puce  Adept of Light Element [INCANTATION] : 
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Magicians of the second level are skillful manipulators of the strange arts of more than one element. They may have two artifacts and three spells.
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Puce  Adept of the 4 elements [CONFRONTATION] : 
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Magicians of the second level are skillful manipulators of the strange arts of more than one element. They may have two artifacts and three spells.
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Puce  Adept of Water Element [INCANTATION] : 
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Magicians of the second level are skillful manipulators of the strange arts of more than one element. They may have two artifacts and three spells.
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Puce  Aimé des Dieux [CONFRONTATION] : 
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Puce  Alliance [CONFRONTATION] : 
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Whether by affinity, by chance or simply by interest, a fighter who possesses this Ability may join a people or a Path of Alliance referred to as X. He is counted as an Ally.
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Puce  Ambidextrous [CONFRONTATION] : 
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A model that is Ambidextrous fights with two weapons. For each successful defense in melee, the model gains an additional Attack Die.
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Puce  Artefact [CONFRONTATION] : 
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Puce  Artificer [CONFRONTATION] : 
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Puce  Assassin [CONFRONTATION] : 
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Assassins are warriors trained to carry out lightning Attacks as powerful as they are precise. An Assassin who Charges his victim rolls three dice for the first Damage Roll against it. He will choose the two dice most suitable to détermine the gravity of the Damage inflicted. An « Assassin » is immune to the effects of this Ability.
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Puce  Autority [CONFRONTATION] : 
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A fighter with this Ability may not be a strategy genius, but has nevertheless a powerful aura of authority. When a fighter with Authority is involved in a fray, he chooses in what way the combats are split and in what order they will be resolved. A fray is a compact group of fighters in base to base contact with each other. The player who has won the Tactical Roll at the beginning of the round decides if all the combats of the fray at stake are resolved before or after the other frays.
Assuming there are several frays each with a fighter with Authority, the player who has won the Tactical Roll decides the resolution order. If a same fray has enemy Authorities, this Ability has no effect.

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Puce  Bane / X [CONFRONTATION] : 
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Through a strange gift of destiny or driven by a terrible hatred, the fighter with this Ability is capable of inflicting an enormous amount of damage to a particular type of individuals. When he rolls for Damage against his Bane, Damage is read one line lower on the Wound Table. It is not possible to go lower than the last line. Examples : Bane / Acheron, Bane / Fanatic, Bane / Elite ...
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Puce  Being of Darkness [CONFRONTATION] : 
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Corruption, desolation and destruction are the main reasons for existence of these dreadful creatures.
They are bound to the Meanders of Darkness. A creature that provokes Fear is not immune to it anymore when faced with a Being of Darkness. Its Fear characteristic is turned into Courage.
A Being of Darkness is immune to all forms of Fear, even of divine or magic origin. It cannot come under an enemy’s control.

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Puce  Being of Destiny [INCANTATION] : 
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The concepts of Good and Evil are practically unknown to Beings of Destiny. They act according to their desires and their surroundings. They are affiliated to the Paths of Destiny. A Being of Destiny is immune to the Assassin Ability. It can Charge an enemy that it didn’t see at the beginning of its movement and detects Scouts that are within its Charging range. A Being of Destiny is considered as having the Consciousness Ability.
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Puce  Being of Light [CONFRONTATION] : 
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The Beings of Light serve the cause of justice in all its forms, be it intransigent or merciful. They are affiliated to the Ways of Light. A Being of Light is immune to all forms of Fear, even of divine or magic origin, and cannot come under the enemy’s control. They are considered as having the Righteous Ability.
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Puce  Blood Brother / X [CONFRONTATION] : 
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This Ability illustrates the deep relationship that can tie two fighters who have time and again come close to death together. When one of your Characters has this Ability, he can call upon his Blood brother for a battle of importance. The A.P. cost of each of them is reduced by 25 % rounded up. This includes all artefacts, spells and miracles that might be chosen. But if one happens to die, his Blood brother takes away one point from all his dice rolls until the end of the game. This penalty does not apply to Damage Rolls.
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Puce  Born Killer [CONFRONTATION] : 
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A Born killer’s survival instinct is honed to the extreme. In Hand to Hand Combat, he may add a die to those he normally has. For a Born killer, a 1 is not an automatic failure on a Courage Roll.
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Puce  Bravery [CONFRONTATION] : 
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The valorous warriors who possess the Bravery Ability do not count a 1 on a Courage Roll as an automatic failure. A 5 equals a 6 on a Courage Roll and can therefore be re-rolled as such.
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Puce  Brutal [CONFRONTATION] : 
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Some warriors are real brutes who deal blows of rare violence, very difficult to parry. A 5 equals a 6 on an Attack Roll and can therefore be re-rolled as such. For them, a 1 rolled after a re-roll on an Attack test is not a failure.
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Puce  Brutal [CONFRONTATION] : 
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Puce  Brutish charge [CONFRONTATION] : 
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The Brutish charge is a combat technique which enables the use of one’s body weight as a means of attack. A warrior who possesses this Ability has an additional Attack die against the target he has Charged. This Ability has no effect during an Engagement or a Pursuit Movement.
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Puce  Clan of Drunes [CONFRONTATION] : 
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Puce  Colossal [CONFRONTATION] : 
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Colossal creatures ignore Wound penalties. When they are killed, do not remove them from the game... But apply the effects of a « Serious Wound ». Kill them once more and they will suffer a « Critical Wound ». They will have to be killed a third time to be dead for good.
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Puce  Concentration / X [CONFRONTATION] : 
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Puce  Consciousness [CONFRONTATION] : 
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A fighter with the Consciousness Ability may have extremely sharp senses, a mysterious gift or be simply highly attuned to his environment. Whatever the case, he can Charge an enemy he could not see at the beginning of his move. He also ignores the effects of the Assassin Ability and can detect Scouts who are within Charging distance.
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Puce  Construct [CONFRONTATION] : 
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A Construct is an automaton animated by magic or mechanical means. Many of these toys are reserved to children of the nobility. Others, however, are fearsome war machines! A Construct reacts automatically, without feelings: it knows neither Courage nor Discipline. A fighter with this Ability is immune to Fear, even caused by Living-dead. Also, it is not subject to the rules of Discipline: when it must make a Discipline Roll, its Discipline characteristic is considered equal to 0. A Construct cannot drown: it does not suffer a Light Wound if it fails a Feat Roll when attempting to swim.
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Puce  Counter-strike [CONFRONTATION] : 
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Puce  Desperate [CONFRONTATION] : 
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A Desperate has nothing to lose, either because he has already lost everything, or because he never had anything. A Desperate does not know Fear. Penalties due to the Influence of Fear are transformed into bonuses, and he will never run away.
A Desperate can even Charge or Engage freely a Fear-inducing figurine.
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Puce  Devotion / X [CONFRONTATION] : 
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Some warriors have such devotion towards their masters that they are ready to give their lives for the glory of those they serve. When a Magician on your side needs Mana gems, he can sacrifice a fighter with this Ability at any time during the round. The sacrificed must be in base-to-base contact with the Magician.
Through this act, the latter recovers X gems of one single Element he masters. Remove the warrior as if he had been KILLED OUTRIGHT. He is considered a loss.
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Puce  Dreadful [CONFRONTATION] : 
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Creatures with the Dreadful Ability are particularly repulsive or disturbing. Their enemies must always test their Courage against their Fear, even if they have previously resisted it or if they have overcome a superior Fear.
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Puce  Duelist (swashbuckler) [CONFRONTATION] : 
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The Duelists are masters of taking advantage. When they gain the initiative in a one-on-one battle, each wound that is inflicted cause a loss of an attack by the adversary.
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Puce  Enchaînement [CONFRONTATION] : 
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Puce  Endurance [CONFRONTATION] : 
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Puce  Enormous [CONFRONTATION] : 
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Enormous creatures ignore Wound penalties. When they are killed, do not remove them from the game... But apply the effects of a « Critical Wound ». Kill them once more and they will be dead for good.
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Puce  Ephemere / X [CONFRONTATION] : 
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Puce  Esquive [CONFRONTATION] : 
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Puce  Exalted [CONFRONTATION] : 
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An Exalted Faithful has consecrated much more than just his life to his god. Only the most skilful can distinguish the voice of an Exalted Faithful from that of his divinity ! An Exalted Faithful doesn’t consider a 1 as an automatic failure when making a Divination Roll, even after having re-rolled a 6.
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Puce  Extra Arms (x4) [CONFRONTATION] : 
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4 more dice in close combat.
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Puce  Fanaticism [CONFRONTATION] : 
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For a Fanatic a 5 equals a 6 on a Discipline Roll and can therefore be re-rolled as such. When a Fanatic fails a Courage test, he must attempt a Discipline Roll at the same difficulty level in order not to run away. He will still suffer the effects of Fear and will not be able to Charge or Engage the creature that scared him.
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Puce  Farouche / X [CONFRONTATION] : 
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Puce  Fauchage / X [FORTIFICATION] : 
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Puce  Fencer [CONFRONTATION] : 
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Fencers have few equals in the mastery of the use of arms. They ignore the minimum level given by the Defence characteristic of the opponent when rolling for Attack.
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Puce  Féroce / X [CONFRONTATION] : 
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Puce  Fidèle [CONFRONTATION] : 
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Puce  Fierce [CONFRONTATION] : 
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The Fierce are insensitive to pain, their fighting frenzy seems to prevent it. They are capable of enduring the most terrible blows and keep fighting. When a Fierce is KILLED OUTRIGHT do not remove him from the game. He is considered Critically Wounded and stays on the Battleground until the end of the round, no matter the damage he takes until his metabolism finally betrays him. Fierce is ineffective against any game element which removes a fighter from the game.
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Puce  Flight [CRY_HAVOC] : 
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Flying creatures have two Movement ratings. The first one represents the ground Movement and follows the normal Movement rules. The second indicates air Movement and represents the rapidity with which the creature can move about in the sky. There are three height Levels :
- Level 0 : on the ground. Normal Movement rules.
- Level 1 : low altitude. The figurine ignores all ground types but must go round obstacles higher than the figurine’s ground Movement rating.
- Level 2 : high altitude. The figurine ignores all ground types.
A flying figurine begins a game at Level 0. Moving to an adjacent level takes away 5 cm to the air creature’s Movement characteristic. It is possible to go through several Levels in one go, including after a successful Disengagement. Figurines can only Engage or Charge one another if they are at the same altitude Level. If a creature is aimed at by a marksman who is one Level higher or lower than it is, the marksman suffers a - 2 penalty on his die. An Aim any further in altitude is impossible.
The Incantation of spells and the call of miracles follow the same rules.
Airborne creatures can aim at a figurine one Level lower for a dive. Such a Movement is declared when the creature’s card is activated. The airborne creature then Charges its target in the normal way, as long as it arrives at the same Level as its opponent. The Charge penalties and Fear Influence rules apply normally. In the following Hand to Hand Combat phase, the diving creature’s Initiative, Attack and Strength will be increased by 3 points. These characteristics will come back to normal at the end of the round.
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Puce  Force en charge / X [CONFRONTATION] : 
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Puce  Gigantic [CONFRONTATION] : 
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Gigantic creatures ignore Wound penalties. When they are killed, do not remove them from the game... But apply the effects of a « Light Wound ». Kill them a second time and they will suffer a « Serious Wound » and a third time for a « Critical Wound ». The fourth time they will be dead for good.
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Puce  Harassment [CONFRONTATION] : 
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Harassment allows a warrior to anticipate the Firing phase by firing during the Movement phase if his Movement type allows it. If he chooses to do so, he will not be able to opt for Rapid Firing or Precision Firing. Once he has fired, the warrior can finish his Movement and can even Engage an enemy in Hand to Hand Combat ! If the warrior chooses to fire in the Movement phase, he will not be able to fire in the Firing phase.
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Puce  Hard-boiled [CONFRONTATION] : 
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When a warrior rolls for Damage against a Hardboiled fighter, the effects of the Wound are read one line higher on the Wound Table. It is not possible to go higher than the first line of the table. Hard-boiled does not apply against Exceptional Wounds (doubles) and the result KILLED OUTRIGHT on the Wound Table.
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Puce  Hardened [CONFRONTATION] : 
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Some soldiers have lived so long amidst the battlefields that war has become their reason to live. Characters who master this Ability consider a 5 as a 6 on any dice roll, and can therefore re-roll it as such. Hardened has no effect on the Damage Rolls. It cannot be gained as a Supernatural Gift or as an Elixir.
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Puce  Hyperian [CONFRONTATION] : 
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Light fills the soul and blood of its children, the Hyperians. These individuals, through fate or choice, have been appointed to carry out the virtue and fury of the Principle of Clarity to deepest Darkness. The Hyperians are extremely rare and many of them have no idea of the origin of their strange power. A Hyperian fighter is immune to any form of Fear. The Hyperians naturally repel creatures with a Fear rate on their Reference card : these treat the Hyperians’ Courage rate as if it were Fear and their own Fear as Courage. This rule also applies to the Living-dead, but not to Constructs. This unique power can not be passed on by Leadership. The Cynwäll Elves are instinctively friendly with the Hyperians as if their destinies were linked. They can ally on any Battleground.
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Puce  Iconoclast [DIVINATION] : 
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Iconoclastic Faithful see their Temporary Faith depend on their enemies and not on their allies. To calculate their amount of Temporary Faith points, count the number of enemy figurines, no matter their people, that are within their Aura of Faith. The Faithful himself is included in this total amount.
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Puce  Immunity / X [CONFRONTATION] : 
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Immunities are magical or natural properties which protect certain fighters. A figurine with this Ability cannot be harmed by the element symbolized by X or is immune to Wounds located in the part of the body X.
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Puce  Impact / X [CONFRONTATION] : 
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Puce  Implacable / X [CONFRONTATION] : 
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An Implacable who unleashes his fury will do anything to slaughter his opponents. Such a warrior can carry out up to X additional Pursuit Movements in the same round.
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Puce  Inalterable [CONFRONTATION] : 
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Puce  Incarnation [CONFRONTATION] : 
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A warrior to whom this Ability is given doubles his A.P. rating. But he has now become a Character with all the advantages this status brings. Any non-Character can be given this Ability.
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Puce  Inébranlable [CONFRONTATION] : 
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Puce  Initiate of Air Element [INCANTATION] : 
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Magicians of the first level have access to only a few spells of one element. They may have one artifact and up to two spells.
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Puce  Initiate of Darkness Element [INCANTATION] : 
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Magicians of the first level have access to only a few spells of one element. They may have one artifact and up to two spells.
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Puce  Initiate of Earth Element [INCANTATION] : 
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Magicians of the first level have access to only a few spells of one element. They may have one artifact and up to two spells.
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Puce  Initiate of Fire Element [INCANTATION] : 
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Magicians of the first level have access to only a few spells of one element. They may have one artifact and up to two spells.
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Puce  Initiate of Four Elements [INCANTATION] : 
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Magicians of the first level have access to only a few spells of one element. They may have one artifact and up to two spells.
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Puce  Initiate of instinctive magic [INCANTATION] : 
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Magicians of the first level have access to only a few spells of one element. They may have one artifact and up to two spells.
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Puce  Initiate of Light Element [INCANTATION] : 
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Magicians of the first level have access to only a few spells of one element. They may have one artifact and up to two spells.
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Puce  Initiate of Water Element [INCANTATION] : 
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Magicians of the first level have access to only a few spells of one element. They may have one artifact and up to two spells.
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Puce  Instinctive firing [CONFRONTATION] : 
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Fighters trained to this type of firing can shoot after having moved a longer distance than their Movement, or having accomplished a Physical Feat. They can only do it at Short Distance and with a difficulty raised by + 3. They can also choose their target when firing in a fray.
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Puce  Irrepressible [CONFRONTATION] : 
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Puce  Leadership / X [CONFRONTATION] : 
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All warriors within distance / X of the figurine with this Ability may use its scores in Courage, Fear and Discipline if they have to test one of these characteristics. In the context of Alliances, only the « Leader’s » people may benefit from these effects. All figurines within Leadership / X of a Standard-bearer gain a +1 bonus on Courage Rolls. All figurines within distance / X of a Musician gain a + 1 bonus on Discipline Rolls. Leadership does not spread Fear to fighters who have a Courage rating on their Reference card and vice versa.
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Puce  Leap [CONFRONTATION] : 
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Some creatures on Aarklash have learned to move by leaping. They are able to cross in a single Leap a distance equal to half their Movement rate, ignoring all obstacles, even a figurine, if their height is not bigger than their Movement characteristic in cm. A figurine can make two Leaps per turn, no matter the type of Movement. It is not possible to Leap when doing a Physical Feat.
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Puce  Living-dead [CONFRONTATION] : 
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By its very nature, a Living-dead creature ignores the effects of Fear. The Living-dead’s nature is even so terrifying that a warrior with this Ability can frighten an enemy who causes Fear ! Against a Living-dead, a figurine that causes Fear is no longer immune. His Fear characteristic becomes Courage. A Living-dead is not subject to Discipline for he is under the influence of superior entities. When he has to roll for Discipline, his Discipline characteristic is considered to be 0. A Living-dead cannot drown : he does not suffer Light Wounds for failing a Feat Roll when trying to swim.
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Puce  Loyal / X [DIVINATION] : 
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The armies of Aarklash are sometimes made up of warriors that only live for a cause, be it ideal or nightmarish. Do not count a Loyal in the number of fighters within a Faithful’s Aura of Faith when calculating his amount of Temporary Faith points : a Loyal within his Aura of Faith directly gives him an amount of T.F. points equal to X. If such a fighter is within an adverse Iconoclastic Faithful’s Aura of Faith, then the Loyal Ability doesn’t give him any T.F. points and he is counted like a normal fighter for the calculation of the Iconoclast’s Temporary Faith.
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Puce  Maître archer [CONFRONTATION] : 
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Puce  Maître Escrimeur [CONFRONTATION] : 
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Puce  Martyr / X [DIVINATION] : 
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Every god of Aarklash has its worshippers, and some of these worshippers show an exemplary or even suicidal fervour. When a Faithful of your camp needs Faith, he can sacrifice a warrior that has this Ability at any time during a round. The sacrificed fighter must be in base-to-base contact with the Faithful. Through this act, the latter benefits from an additional X Temporary Faith points. Remove the sacrificed warrior as if he had been KILLED OUTRIGHT. He is considered a loss.
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Puce  Master of Air [INCANTATION] : 
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Magicians at the top of the hierarchy not only control the forces of more than one element, but they are able to combine them into formidable spells. They may have three artifacts and four spells.
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Puce  Master of Darkness [INCANTATION] : 
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Magicians at the top of the hierarchy not only control the forces of more than one element, but they are able to combine them into formidable spells. They may have three artifacts and four spells.
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Puce  Master of Earth [INCANTATION] : 
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Magicians at the top of the hierarchy not only control the forces of more than one element, but they are able to combine them into formidable spells. They may have three artifacts and four spells.
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Puce  Master of Fire [INCANTATION] : 
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Magicians at the top of the hierarchy not only control the forces of more than one element, but they are able to combine them into formidable spells. They may have three artifacts and four spells.
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Puce  Master of Instinctive Magic [INCANTATION] : 
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Magicians at the top of the hierarchy not only control the forces of more than one element, but they are able to combine them into formidable spells. They may have three artifacts and four spells.
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Puce  Master of Light [INCANTATION] : 
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Magicians at the top of the hierarchy not only control the forces of more than one element, but they are able to combine them into formidable spells. They may have three artifacts and four spells.
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Puce  Master of the 4 Elements [INCANTATION] : 
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Magicians at the top of the hierarchy not only control the forces of more than one element, but they are able to combine them into formidable spells. They may have three artifacts and four spells.
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Puce  Master of Water [CONFRONTATION] : 
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Magicians at the top of the hierarchy not only control the forces of more than one element, but they are able to combine them into formidable spells. They may have three artifacts and four spells.
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Puce  Master strike / X [CONFRONTATION] : 
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The most disciplined and most ferocious warriors have learned to concentrate all their energy in a split second and deal blows capable of splitting rock. A fighter with this Ability can attempt Master strikes in the same way as a Character. If one of his Master strikes strikes true, his Strength is increased by X for the following Damage Roll, and only for this one.
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Puce  Maudit des Dieux [CONFRONTATION] : 
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Puce  Mecanician / X [CONFRONTATION] : 
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Puce  Mercenary [CONFRONTATION] : 
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A Mercenary warrior goes into the service of anyone ready to meet the price. A Mercenary can fight alongside any army. He is then considered an Ally. This Ability is void if he fights amongst his own people.
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Puce  Mutagenic / X [CONFRONTATION] : 
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Some peoples use stimulants that they inject into their own organism in order to increase their capacities. Before the Tactical Roll of each round, you may choose one Mutagenic fighter for every 100 A.P. of « Mutagenic » warriors in your army. The artefacts, spells, miracles and Experience cards of the « Mutagenic » fighters are to be included in this total. You must choose these figurines before anything else occurs in this round, such as Spell casting or applying any artefact’s effect. For each chosen figurine, you can roll a die at anytime. The result + X is the amount of points you can add to one or more of his characteristics. You do not have to distribute the points immediately, but Mutagenic cannot modify a roll already made. Mutagenic cannot modify Power or any aspects of Faith. A figurine with the Leadership Ability cannot pass on his modified Courage / Fear and Discipline ratings. A figurine can only benefit from one die each round, except if under the effect of a spell, a miracle or an artefact. All Mutagenic dice of one figurine are rolled at the same time. The effects of the stimulant end with the round. A natural or modified result of 1 on a Mutagenic Roll (that is if you roll a 1 or if you get a 1 by adding your die result to X) will be an automatic failure and will therefore grant no bonus. You may not re-roll a 6 on a Mutagenic Roll.
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Puce  Nuée [CONFRONTATION] : 
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3 additionnal dices in hand to hand combats
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Puce  Only one combat dice [CONFRONTATION] : 
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Puce  Pariah [CONFRONTATION] : 
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A Pariah has long ago forsaken his people, either on his own initiative or by obligation. Even if he sometimes still fights alongside his former brothers, being a Pariah prevents him from taking advantage of the Leadership Ability from any figurine that is not itself a Pariah.
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Puce  Personal Ennemy / X [CONFRONTATION] : 
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The causes that fuel the conflicts on Aarklash are numerous. But there is one which causes more deaths than hurricanes : hate. If a Character deals with his Personal enemy and kills him outright, he automatically heals all his Wounds. He also « steals » an Ability from his enemy, which he chooses and will be able to make use of until the end of the battle.
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Puce  Piété / X [CONFRONTATION] : 
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Puce  Possessed [CONFRONTATION] : 
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Some fighters are no longer the masters of their destiny. They are inhabited by an entity which consumes their mind and influences their acts. The Wound penalties are considered to be one degree lower. For example, a Serious Wound will inflict the same penalties as a Light Wound. This faculty does not affect « STUNNED » or « KILLED OUTRIGHT ».
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Puce  Précision [CONFRONTATION] : 
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Puce  Rallying cry [CONFRONTATION] : 
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Once a game, the warrior capable of a Rallying cry can inspire his troops to acts of heroism. All the fighters of his people are immune to Fear until the end of the game round. The fighters who where fleeing are automatically rallied and can act normally again.
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Puce  Rapidity [CONFRONTATION] : 
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They may have long legs or a fast running pace, either way, warriors with the Rapidity Ability move at an extremely rapid rate. They can triple their Movement for any Movement type even when fleeing under the influence of Fear.
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Puce  Récupération [CONFRONTATION] : 
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Puce  Regeneration / X [CONFRONTATION] : 
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At the end of every round, a creature which has suffered Wounds can attempt to regenerate. Roll a die, on a result equal to / X or more, the effects are decreased one level. A Critical Wound becomes a Serious Wound for example. You may re-roll the die each time you roll a success. Reminder : « STUNNED » and « KILLED OUTRIGHT » are not Wounds, they cannot be regenerated.
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Puce  Reinforcment [CONFRONTATION] : 
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Some peoples have the capacity to send Reinforcements during a game. Each warrior with this Ability who is numbered amongst the losses is placed on the side of the table. At the beginning of each round, roll a D6. On a 5 or a 6, you may take back the figurine with the lowest A.P. and place it anywhere on the Battleground. It cannot be placed in base to base contact with an opponent. On a 1 or a 2, the figurine with the lowest A.P. will lose the Reinforcement Ability. It will not be allowed to come back before the term of the game.

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Puce  Rempart / X [FORTIFICATION] : 
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Puce  Réorientation [CONFRONTATION] : 
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Puce  Résolution / X [CONFRONTATION] : 
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Puce  Righteous [CONFRONTATION] : 
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Some warriors know their destiny. The Righteous walk the enigmatic path of Truth, Harmony or unfathomable Darkness. Nothing can make them sway. A Righteous is immune to any form of Fear of any kind, even of magical or divine essence, and cannot pass under the enemy’s control by any means.
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Puce  Sapeur [FORTIFICATION] : 
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Puce  Scout [CONFRONTATION] : 
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During the Approach, the Reference cards of each army’s Scouts are shuffled in a different pile. When the main Approach pile is exhausted, the Scouts are then deployed, in the same way.
A Scout can be deployed anywhere on the Battleground, even in the enemy’s line of sight. The Scouts can be deployed in order to Charge an enemy in the first round, but out of Walking distance of any enemy already deployed.
- If the Scout is deployed within his own Charge distance from an opponent, he is considered visible by the enemy.
- If the scout is deployed out of his own Charge distance from an opponent, he is considered « invisible » and cannot be the target of any of the enemy’s actions.
As long as he does not take any action other than testing for Courage or one of his Abilities, or as long as an opponent does not come within Walking distance of him, the Scout is concealed and cannot be the direct target of any enemy’s action.
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Puce  Selenite [CONFRONTATION] : 
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The origin of the Selenites is veiled in mystery. They seem to form a secret caste, living unbeknown to all, in the most distant corners of Aarklash. Few scholars know their story. Some Selenites do not know the cursed gift bestowed upon them by the Moon, and discover only too late the night star's influence on their behaviour. Before choosing the spells and artefacts of a Selenite, roll a D6 and refer to the following table:
1 to 3: day. No modifier
4: crescent moon. + 1 in INI and DIS
5: gibbous moon. + 2.5 in MOV and + 1 in COU / FEAR
6: roll a D6 and refer to the table below: 1: new moon. Possessed Ability. / 2 to 5: half moon. + 1 in Power or Power 1 and Initiate of his people's Primary Domain if the fighter is not a Magician. / 6: full moon. A free additional spell OR Born killer Ability. The Selenites master the Path of Water in addition to those they may already possess. Bound to the same star as the Wolfen, they can ally with this people on any Battleground.
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Puce  Sessairs' clan [CONFRONTATION] : 
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A Keltois barbarian faction opposing the Drunes.
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Puce  Sharp shooter [CONFRONTATION] : 
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They may have a steady hand, years of training or be blessed by divine grace. Sharp shooters rarely miss their target. For them, an Aim Roll is not an automatic failure on a natural or modified result of 1 even after re-rolling the die.
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Puce  Soins [CONFRONTATION] : 
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Puce  Spirit of Air [CONFRONTATION] : 
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Some Magicians have a privileged link with one Element. Their knowledge of this Element is such that they are capable of controlling and affecting it according to their desires. When making an Incantation Roll made up, even partially, of this Element, a result of 1 is not considered an automatic failure. On the Reference card, the X is replaced by the name of the Element.
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Puce  Spirit of Darkness [INCANTATION] : 
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Some Magicians have a privileged link with one Element. Their knowledge of this Element is such that they are capable of controlling and affecting it according to their desires. When making an Incantation Roll made up, even partially, of this Element, a result of 1 is not considered an automatic failure. On the Reference card, the X is replaced by the name of the Element.
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Puce  Spirit of Earth [CONFRONTATION] : 
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Some Magicians have a privileged link with one Element. Their knowledge of this Element is such that they are capable of controlling and affecting it according to their desires. When making an Incantation Roll made up, even partially, of this Element, a result of 1 is not considered an automatic failure. On the Reference card, the X is replaced by the name of the Element.
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Puce  Spirit of Fire [CONFRONTATION] : 
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Some Magicians have a privileged link with one Element. Their knowledge of this Element is such that they are capable of controlling and affecting it according to their desires. When making an Incantation Roll made up, even partially, of this Element, a result of 1 is not considered an automatic failure. On the Reference card, the X is replaced by the name of the Element.
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Puce  Spirit of Light [CONFRONTATION] : 
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Puce  Spirit of the 4 Elements [INCANTATION] : 
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Some Magicians have a privileged link with one Element. Their knowledge of this Element is such that they are capable of controlling and affecting it according to their desires. When making an Incantation Roll made up, even partially, of this Element, a result of 1 is not considered an automatic failure. On the Reference card, the X is replaced by the name of the Element.
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Puce  Spirit of Water [CONFRONTATION] : 
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Some Magicians have a privileged link with one Element. Their knowledge of this Element is such that they are capable of controlling and affecting it according to their desires. When making an Incantation Roll made up, even partially, of this Element, a result of 1 is not considered an automatic failure. On the Reference card, the X is replaced by the name of the Element.
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Puce  Stateless [CONFRONTATION] : 
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The Stateless do not belong to any people, to any country ... They only obey to their own rules. Their destiny lies elsewhere. A Stateless can join any army. The fighter will adapt so well to his environment that he will adopt the Ability most widespread within his new hosts’ ranks at the beginning of the battle. He can only acquire in this manner the Abilities mentioned in the Confrontation section. For Abilities with varied numbers indicated / X, as for Leadership, Regeneration, Mutagenic or War cry apply the value X most widespread within the army.
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Puce  Strategist [CONFRONTATION] : 
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The great strategists always have an alternate plan. Whatever situation they find themselves in, they come up with an infallible plan. Just before beginning Deployment, you may separate out a quarter of your army in points and replace them with troops of equal value. If the two camps both have Strategy, the one who has the most benefits from this skill. If the two armies have the same number of Strategists, each changes a quarter of their army in secret.
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Puce  Survival instinct [CONFRONTATION] : 
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The self-preservation instinct is so strong with the warrior who possesses this Ability that Death will have to come in person to claim him. Before any Damage Roll that will apply to him, roll a D6 : on a result of 6, this wound will be automatically declared void.
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Puce  Tactician [CONFRONTATION] : 
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The tacticians do not develop plans of battle, but instead know how to adapt rapidly to different situations. Except in the Deployment phase, a Tactician doubles his discipline characteristic with a successful Discipline check.
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Puce  Thaumaturgist [DIVINATION] : 
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A Thaumaturgist’s fervour is such that a battle’s fury only makes his powers grow. When he reaches the Light Wound level, add 5 cm to his initial Aura of Faith. When he reaches Serious Wound it increases by 10 cm, and it increases by 15 cm when he reaches Critical Wound. If the Faithful should be healed, then his Aura of Faith is readjusted accordingly.
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Puce  Tir d'Assaut [CONFRONTATION] : 
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Puce  Toxic / X [CONFRONTATION] : 
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There are many ways to kill or to defend oneself on Aarklash. Many creatures make use of toxic substances capable of neutralising their predators… or victims. Each round, before the Tactical Roll, you can choose a Toxic warrior for every, even incomplete, 100 A.P. of warriors in your army who possess this Ability. The Toxic warriors’ artefacts, spells, miracles and Experience cards are to be added to this total. The figurines must be chosen at the beginning of the Movement phase. Place a D6 next to every chosen figurine. This D6 is called the Toxic D6.
Once each round, just before an Aim or Attack Roll, one of the chosen warriors will be able to replace one of his Aim or Attack dice with his Toxic D6. If the action accompli shed with the D6 causes a Damage Roll, his target immediately takes a second Damage Roll with a Strength equal to X. Living-dead, Constructs and Immortal beings are immune to this Ability.
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Puce  Transport / X [CONFRONTATION] : 
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Puce  Virtuose of 4 Elements [INCANTATION] : 
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Puce  Virtuose of Air [INCANTATION] : 
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Puce  Virtuose of Darkness [INCANTATION] : 
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Puce  Virtuose of Earth [INCANTATION] : 
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Puce  Virtuose of Fire [INCANTATION] : 
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Puce  Virtuose of Instincitve Magic [INCANTATION] : 
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Puce  Virtuose of Light [INCANTATION] : 
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Puce  Virtuose of Water [INCANTATION] : 
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Puce  Vivacity [CONFRONTATION] : 
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Lightning reflexes are the hall mark of warriors with this Ability. For them, an Initiative or Feat Roll is not an failure on a natural or modified result of 1 even after re-rolling the die.
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Puce  War cry / X [CONFRONTATION] : 
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When charging an enemy to engage him in Hand to Hand Combat, the warrior lets out a cry of hate. This cry gives him a level of Fear equal to / X when he Charges. This allows him to fight a Fear-inducing creature witloof having to test for Courage. The War cry can only be used when Charging. The fighter will still use his Courage rating to resist Fear against a Living-dead.
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Puce  War fury [CONFRONTATION] : 
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A fighter affected by War fury is plunged into a state of uncontrolled destructive madness. This Ability is activated before the Initiative Roll, in the Hand to Hand Combat phase. The warrior may have an additional die in Hand to Hand Combat, but all his dice are then automatically placed in Attack. These effects last until the end of the round.
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Puce  War Horse [CONFRONTATION] : 
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Some riders have trained their mounts as warhorses to help them in combat. In Hand to Hand Combat, the war-horse gives an additional combat die which is added to those his rider can normally have. This extra die is not added during a Charge. Troops mounted on a War-horse may Dodge.
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Puce  War Staff [CONFRONTATION] : 
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A War-staff consists of a Character with the Leadership Ability, a Standard-bearer and a Musician. All fighters within Leadership distance of any of the three members of the War-staff may use the Courage / Fear and Discipline scores of the Character + 2. In this case, the Leadership Ability is without effect except during the Approach phase. Every Warstaff member must be within Leadership distance of at least one of the two other members for the War-staff bonus to possibly apply. The bonuses gained through the War-staff Ability can be taken into account during the Approach.
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Puce  Warrior-Mage [CONFRONTATION] : 
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Starting in their early years they follow a very harsh education. Compelled to the same discipline as warriors, they also learn to use the power of Mana. The Warrior-Mages use Magic and the arts of war jointly. Their double Abilities make them formidable opponents.
They can cast spells after having run or made a Physical Feat.
Their Intensity Potential is equal to their Power score, and not of its double.
In Hand-to-Hand Combat, they recover Mana as if they were not engaged.
They are incapable of going into Trance.
They can use the Counter-Attack.
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Puce  Warrior-Monk [DIVINATION] : 
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Warrior-Monks are Faithful for who Faith is a battle and a way to fight. They jointly use Faith and the arts of war. Their dual Ability makes them particular Faithful, subject to the following rules :
- They can choose only one miracle during the building of armies. It absolutely must come from their people’s Cult and from no other, excepting the Universal Cult.
- They can Call their miracle when in base-to-base contact with an adversary.
- They can Call their miracle even if they have suffered a Damage Roll since the beginning of the round.
- They can use the Counter-Attack.
- They can Charge, run, fire or make a Physical Feat and Call a miracle.
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