The Alahan Kingdom was founded more than five centuries ago by the descendants of two Kelt Clans and it is

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1 Confrontation EVO-DEMO Lions of Alahan December 18 th 2016 v:1.1 The Alahan Kingdom was founded more than five centuries ago by the descendants of two Kelt Clans and it is nowadays the most valiant defender of the light against the darkness. By virtue of its invincible knights, its powerful magicians and to an extensive network of infallible agents, the Alahan Kingdom is an indomitable power, the last hope of every valiant fighter on Aarklash. Description Alahan fighters embody the ideal of the brave, and indeed few enemies can make them cower in fear. While few fighters excel in combat power, the Lions muster a varied array of forces: efficient marksmen, resilient paladins, powerful knights and cheap foot soldiers. DISCLAIMER The complete army book contains many more profiles, capacities, artefacts, and so on. Few entries here have been simplified to enhance game speed. Contents Special Capacities 1 Artefacts 1 Example Lists 1 Fighters Profiles 2 Appendix: Mystics 3 Special Capacities of Mystics. 3 Spells of the Ermetism path. 3 Spells of the Light path Miracles Example Lists Mystics Profiles 4 Appendix: Affiliations 4 Example Lists Appendix: Profile Cards 5 Special Capacities Capacity: Trained in Icquor Reserved to: Archer of Alahan Archers shooting at medium or long range can re-roll once their failed AIM tests. Capacity: Swordman Reserved to: Swordmaster At the beginning of the Combat Phase, the player chooses an ability among Feint and Fine blade. The swordman benefits from this ability until the end of the Combat Phase. Capacity: The falconer of Kaïber Reserved to: Falconer of Alahan Once per round, a Falconer can give an enemy within 20 cm a -1 penalty on his ATT, DEF and AIM tests. Capacity: Chivalrous order Reserved to: Mounted knight of Alahan This fighter normally has MOV 20 but for this variant of the game it has been reduced to 15. Artefacts Artefact: Sacrament Reserved to: Alahel All of Alahel s weapons become sacred (both melee and ranged ones). Cost: 6 a.p. Artefact: Goodness Reserved to: Danil the brave Danil the brave can use Cure on all friendly fighters even partially within 10 cm. A die is rolled for each of these fighters. Cost: 11 a.p. Example Lists Army General: Alahel 1x Mounted knight of Alahan 3x Swordmaster 3x Paladin of Alahan (1) Total: 199 a.p. Notes: Alahel is one of the most renowned Lions heroes, he is a solid fighter as well as a precise marksman. This army also includes Paladins, for combat support, and Swordmasters, whose special capacity can take combat dice away from the enemy. Finally, a Knight provides a fast shock troop to decimate the enemy. Army General: Agonn 2nd War-staff: Musician of Alahan 1 Standard-bearer of Alahan 2x Royal Guard 1 3x Falconer of Alahan Total: 196 a.p. Notes: Agonn and his War-staff provide tactical advantages and a boost against frightening enemies Royal guardsmen are your most precious and strong fighters. Make sure to use Falconeers and their ability to grant penalties to those in combat with them, to increase their chance of survival. Army General: Danil the brave 3x Archer of Alahan 3x Valkyrie of Alahan 1x Royal Guard 1 2x Guard of Alahan/Sword Total: 197 a.p. Notes: This army has a lot of fighters! Danil provides both a fighting General as well as a healing support. For combat you also have a Royal Guard to strike your enemy and Valkyries, whose Master strike can be deadly. Archers can weaken enemy troops and can shoot effectively at any range. 1 This document belongs to the Confrontation EVO-DEMO game. This document follows the same copyright of the Confrontation EVO-DEMO rulebook: cbna. Download the free Confrontation EVO-DEMO rulebook and material at:

2 Characters Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz Abilities Pure warriors Regulars Alahel, the messenger 41 12, Longbow, STR 3: 20/40/60 Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz Abilities Veterans Agonn 2nd, the ardent M M Ambidextrous; Sharpshooter; Bravery Leadership/10; Fencer; Personal enemy/azael; Bravery Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz Abilities Elites The Red Lioness Sacred Weapon M Scout; War cry/6; Bravery Danil the brave Sacred Weapon M Cure/4; Resolute/2; Righteous Troops Pure warriors Regulars Spearman of Alahan M 3 Bravery Archer of Alahan Longbow, STR 3: [Trained in Icquor] 20/40/60 M 3 Bravery Guard of Alahan/Sword M 3 Bravery Musician of Alahan M 2 Leadership/10; Bravery Standard-bearer of Alahan M 2 Leadership/10; Bravery Veterans Swordmaster [Swordman] M 3 Bravery Specials Valkyrie of Alahan (2) M 3 Master strike/3; Bravery Falconer of Alahan [The falconer of Kaïber] 15 12, Pistol, STR 6: 10/15/20 M 2 Elites Paladin of Alahan (1) Sacred Weapon M 3 Bravery Royal Guard Mounted knight of Alahan [Chivalrous order] Sacred Weapon and Sacred Armour Lance - Charging STR/15 M 2 C 1 Harassment; Bane/Scout; Bravery Hard-boiled; Bravery Fanaticism; War-horse; Brutish charge; Master strike/0; Righteous 2

3 Appendix: Mystics This Section contains all you need to field Magicians and Faithful in your army. Special Capacities of Mystics Capacity: The minstrel s Master shot Reserved to: Bard of Alahan (2) Once per round, a Bard can declare a minstrel strike before making a shot or an attack. The resulting Damage roll will be a Precise blow. Spells of the Ermetism path Force of Virtue Power: 2 Gems: 2 Light Difficulty: Magician s POW +3 Area of effect: a friendly fighter Range: 20 cm Duration: until the end of the round Frequency: 2 The target gets +2 to STR. If the target has a Sacred Weapon he instead gets +3 STR. Pillar of Energy Power: 2 Gems: 3 Light Difficulty: Magician s POW +4 Area of effect: all friendly fighters within range Range: 5 cm Duration: instantaneous Frequency: 1 All targets heal 1 Life Point. The target suffers a Damage Roll with STR equal to the Magician s POW. Song of injury Reserved to: Bard of Alahan (2) Power: 1 Gems: 2 Light Difficulty: 7 Area of effect: an enemy fighter Range: 15 cm Duration: instantaneous Frequency: 2 This spell must be cast right before the target suffers a Damage roll due to firing. The Damage roll gets a +2 bonus. Miracles Heroic spirit Aspects: Alteration Fervour: 1 Difficulty: 5 Area of effect: 10 cm Range: a friendly fighter Duration: until the end of the round The target reduces by 1 the HP lost by the next Damage Roll he suffers this round. Warlike inspiration Reserved to: Pythia of Azël Fervour: 1 Difficulty: target s DEF +1 Area of effect: a friendly fighter Range: 10 cm Duration: until the end of the round The target gets Counterattack. This Miracle can be called multiple times per round. Example Lists Army General: Sardar Tillius 2nd with: Force of Virtue, Pillar of Energy, Chastisement of light 3x Paladin of Alahan (1) 3x Archer of Alahan 1x Royal Guard 1 Total: 199 a.p. Notes: Sardar can improve the combat power of Paladins and of the Royal Guard. He can also heal wounded fighters and blast enemy fighters, should he be surrounded. Army General: The Red Lioness 2x Falconer of Alahan 3x Valkyrie of Alahan 3x Pythia of Azël with: Warlike inspiration, Heroic spirit Total: 197 a.p. Notes: Three Pizias make sure you can cover a lot of the field with their Miracles. Prevent damage to troops or grant Counterattack to those with high DEF such as the Valkyries or the Red Lioness. Chastisement of light Power: 3 Gems: 1+X Light Difficulty: 4+X Area of effect: X enemy fighters within range Range: 20 cm Duration: instantaneous Frequency: 1 Every target suffers a STR 5 Damage Roll. Spells of the Light path Mana Arrow Power: 1 Gems: 2 Neutral Difficulty: Magician s POW +3 Area of effect: an enemy fighter Range: 20 cm Duration: instantaneous Frequency: 2 3

4 Characters Name AP Mov Ini Att Str Def Res Aim C/F Dis Pow Fai Equip Sz Abilities Adepts Sardar Tillius 2nd M Light and Earth/Ermetism, Solaris and Shamanism; Leadership/10; Bravery Troops Magicians Initiates Bard of Alahan (2) [The minstrel s Master shot] Throwing dagger, STR 1: 5/10/15 M 2 Faithfuls Devouts Pythia of Azël /1/1 M 3 Light/Circaeus; Warrior-mage; Instinctive firing; Bravery Faithful of Arin/10; Fierce; Warriormonk; Bravery Appendix: Affiliations The following, short affiliations provide a way to improve fighters and bring variety to the game. Barony: Allmoon Baron: Mirvillis d Allmoon Barony/Inhospitable land (1 a.p.): Affiliated fighters get Survival instinct. Solo/Champion of eternal winter (3 a.p.): The fighter gets Implacable/1 and Robustness. Barony: Doriman Baron: Valdenar of Doriman Barony/Strength (1 a.p.): Affiliated fighters get +1 STR. Solo/Fury of Ephren (3 a.p.): The fighter gets War Fury. Barony: Luishana Baron: Kamis d Amirat Barony/Cunning (1 a.p.): Once per round, a fighter can reroll an INI, ATT, DIF, AIM, COU, DIS, POW, FAI test. Solo/Lion of the mists (2 a.p.): This Solo can be given to at most 3 Mediumsize fighter. The fighter gets Scout. Example Lists Allmoon Army General: Alahel + affiliation + solo + Sacrament 1x Mounted knight of Alahan + affiliation + solo 2x Spearman of Alahan + affiliation 3x Paladin of Alahan (1) + affiliation Total: 200 a.p. Notes: This evolution of one of the initial lists makes the Mounted Knight even deadlier and hardes all fighters. Luishana Army General: Agonn 2nd + affiliation War-staff + affiliation: Musician of Alahan 1 Standard-bearer of Alahan 2x Royal Guard 1 + affiliation 2x Falconer of Alahan + affiliation + solo Total: 192 a.p. Notes: This army has one Falconer less, but they are deployed as Scouts, so they will harass the enemy much more. Doriman Army General: Danil the brave + affiliation + solo 3x Archer of Alahan + affiliation 3x Valkyrie of Alahan + affiliation + solo 1x Royal Guard 1 + affiliation + solo Total: 200 a.p. Notes: This affiliation grants additional STR to the otherwise weak fighters and an additional combat die with the Solo. This will ensure to strike harder with the Valkyries Master strike! Luishana Army General: Alahel + affiliation 2x Royal Guard 1 + affiliation 2x Archer of Alahan + affiliation + solo 2x Bard of Alahan (2) + affiliation. W= ith: Mana Arrow, Song of injury Total: 198 a.p. Notes: The power of this affiliation helps the Bards ensuring they have a higher chance to cast their spells. Archers harass the enemy and are made more effective by the Bards Song of Injury. 4

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