Confrontation

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Rackham’s Confrontation game system is a skirmish game where you can control warbands of Devourer, Dirz, Drune, Dwarf, Goblin, Griffin, Kelt, Lions of Alahan, Living Dead, Mid-Nor Dwarves, Orc or Wolfen.

Cry Havoc Magazine
Hybrid Boxed Game
Nemisis Boxed Game

 

"After a long period of peace, war breaks out all over the continent of Aarklash, announcing an era of darkness and carnage... All know it under the name of RAG'NAROK, the dusk of centuries."

Since 1996, RACKHAM has been developing the unique game system of CONFRONTATION, introducing the innovative concept of tabletop game using both RACKHAM amazing figurines and well designed gaming cards.

The unmatched quality of these figurines has already charmed players and collectors throughout the world. Thus quality is a master word for RACKHAM and the greatest care is taken at every stage of the design. For instance, while other companies' models usually come in three or more redundant versions of the same design, every RACKHAM model is a unique creation.

CONFRONTATION is a simple game system that enables players to simulate skirmishes between rival factions with loads of gameplay and fun and will soon be enriched by three supplements :

INCANTATION, that deals with magic.
DIVINATION, that is devoted to faith.
INCARNATION, that allows characters to evolve performing quests and scenarios.

As players will build up bigger armies, they will be soon able to use RAG'NAROK rules to simulate bigger conflicts.

Rackham’s Confrontation game system is a skirmish game where you can control warbands of Devourer, Dirz, Dwarf, Goblin, Griffin, Kelt, Lions of Alahan, Living Dead, Mid-Nor Dwarves, Orc or Wolfen.  Each blister pack or box set, comes with the game system general rules and a more detailed set of rules for the specific models contained within, the latter are printed on a game card for quick reference and are used during the game.

Cry Havoc Volume 1, 88 full colour pages + 30 Page Supplementary Gaming Aids magazine and a set of 11 Confrontation / Hybrid Cards  £15.00

Cry Havoc Volume 2, now available  £15.00

Hybrid© game boxed set, includes 13 figures (Dirz and Griffin factions), 1 Hybrid© rule book, 110 cards, 9 playing boards 28 doors, 2 dice and more than 200 counters

£50.00

2 player fantasy boardgame, dual-compatible with Confrontation, also included are Hybrid cards for Keratis Warriors, Skorize Warriors, Griffin Templars and Executioners so players can use these Confrontation figures in the Hybrid game.  New Confrontation figures released in the future will include Hybrid cards for use in this game. These include the Griffin Misercord, Dirz Neuromancer and Dirz Exorcist

Nemisis boxed game - extension pack to Hybrid with 9 additional figures, new scenarios, rules, playing cards, counters etc.  £35.00

Devourer

No animal is more terrifying, no creature more contemptuous, than the one that rejects the laws of nature solely in order to induce suffering. Is feeling remorse eat at one’s soul really the only way to know that one is alive? Like the other Wolfen, the ones which are named the Devourers once honoured the goddess of the Moon, Yllia. Then Vile-Tis, the Beast, arrived among them and revealed to them the real nature of the gift that their celestial mother had given them… Brutally confronted with their own existence, torn between their animal instincts and their newly acquired conscience, these Wolfen went insane and devastated everything in their way. But the Beast was not a sly and manipulating god like his brothers. He also wanted to get revenge. He thus became a guide, an incredible war leader, and promised his mortal companions that they would feed on the innards of anyone that tried to subjugate them again.  The Devourers have since left their ancestral forests and have abandoned their old way of life to seek a new land and identity. Woe to those that cross the path of a famished Devourer…

Dirz

In the desert of Syharhalna rise the dark Ziggurats of the Alchemists of Dirz. Here is the realm of the felon that renounced Merin, of the heretic that ridiculed the divine commandments and who, in his incredible arrogance, claimed to have become an equal to the gods. Fleeing the holy Inquisition, he and his faithful found refuge in this hostile place, where all forms of life seemed impossible. But the life that was created here proved itself even more hostile.  Today the disciples of Dirz pursue the quest of the one that gave them access to forbidden knowledge. In the laboratories of Shamir, the Biosurgeons conduct experiments that would make even the toughest lose their senses. Deaf to their subjects’ pleadings and cries of pain, they explore the paths of genetics and of biomechanics. They are the masters of mutations, creators of monsters, artists of horror. No matter how long it will take them, no matter their failures and the lives sacrificed; the day will come when swarms of mutant creatures submerge Aarklash to reduce it to slavery. Yes, the day is near when a new order will rule the world and will crush the old beliefs. That day is near, for the shadow is cast over the desert. Like a cancer, pitiless and relentless, it covers more lands, creeping and crawling forward like the horrors within its reach. Here lies the Empire of the Scorpion.

Dwarves of Tir-Na-Bor

From the insides of Mount Aegis rises a very strange rumour. The mountain breathes, blows and sighs. Its heart of stone seems to beat to the rhythm of metallic echoes. Through the caves that open in its sides, it looks out at the world with dozens of glowing red eyes. Yes, the mountain is alive, a sleeping behemoth waiting patiently for his time, just like the Dwarfish people.  Under the protection of their natural fortress, the Dwarves of Tir-Nâ-Bor move on unflinchingly toward their destiny. According to some, their civilisation is slowly coming to an end, like a dying fire. Yet this is not true. Sure, they rarely venture out of their territory, but why conquer today what will be destroyed tomorrow?  The Dwarves have known the future of the world for a long time, and for hundreds of generations they have been forging the arms of Argg-Am-Ork, the end of their days. This time will come, no doubt, for it is written. But destiny is like an arrow: no matter how precise the archer, the slightest breeze can deviate it from its mortal flight. In this the Dwarves are confident: the moment come, they will know how to influence the turn things take. With the strength of steel and of their terrifying steam machines they will triumph over what the weak call fatality!

Goblin

“For the Emperor!” Yes, but which one? Sure, Izothop rules as master of the city of Klûne. But from the plateaux of No-Dan-Kar to the lands of the Elves to the confines of the known world, the Goblins have spread to the furthest corners of Aarklash. They are hundreds of thousands, divided into just as many tribes. And one can be sure that three quarters of them have never even heard of the Emperor Izothop. For a Goblin’s life expectancy is, thankfully, generally very short. It is said that when an army of No-Dan-Kar leaves Klûne to go south, it is a new generation of warriors that actually fights the battle on arrival. Because of this many tribes have long lost contact with those of the north and dozens of Goblin chiefs call themselves emperors, even if they only have a few hundred fighters at their command.  Yet, notwithstanding this lack of cohesion, only a fool would underestimate the Goblin threat. For now their incursions are limited to the pillaging of remote villages, but the day will come when they reunite around the Faithful of their god. And then the world will discover the real power of the Tide of the Rat.

Griffin

While the Barhans had just pushed back the horrors that had come from the Darkness, a light grew in the heart and spirit of a man destined to accomplish grand designs. Arcavius was his name, and what he had seen was nothing other than the Truth. It’s been a long time that his followers had forgotten the primitive idols to worship Arïn and the new divinities. But they too followed the wrong path, for there is only one God and his name is Merin.  Sure of his faith, Arcavius travelled all over the Kingdom and gathered a following of numerous converts. Together they went into exile and founded their own Empire, an Empire ruled by strict yet just principles, a civilisation entirely based on the cult of the one and only God. The Griffin Empire slowly grew and became more powerful. The faith of the followers of Merin moved mountains and was unstoppable. But Arcavius’s disciples never thought of subjecting other peoples to their doctrine. If the light should bloom in them, it would do so on its own and not by the persuasive power of steel.  But Arcavius has been dead for a long time and some of his principles have been forgotten. Now the Inquisitors and the Hunters of Darkness don’t hesitate to use force and terror to make the words of God be heard.

Kelt

The people of the Sessairs and of the other Kelt clans remain mysterious, for their origins are lost in the meanders of a mythology in which legends and historical facts live together and mingle. Ancestors of all the human peoples of Aarklash, the Sessairs continue to lead an existence which some would qualify as being primitive. Yet they are the only ones that stayed faithful to Danu, the first divinity to have taken humans under its protection.  Some tribes lead a nomadic lifestyle, migrating with the seasons and their savage herds. With time, others have become sedentary and have turned to agriculture and raising livestock. But their biggest cities seem like big villages compared with the cities of their cousins of the Empire of the Lion and the Empire of the Griffin. For the Sessairs haven’t forgotten that, whatever their efforts, whoever the victor, at the end of Rag’Narok Aarklash will be completely destroyed before the coming of a new age.  And while waiting for this final encounter between the divine powers and their mortal servants, the Sessairs unrelentingly seek their Ard Ri, the champion that Danu will welcome as the High King of all the tribes. He will then lead the armies of the Sessairs and of their powerful allies the centaurs and the giants to victory in the name of the Goddess.

Lions of Alahan

The Kingdom of the Lion was the first real human civilisation to see the day on the continent of Aarklash. While the Sessairs were still leading a semi-nomadic existence and worshipping ancient divinities, while the clan of the Drunes went east and prepared its vengeance at the heart of the Dark Woods, some Kelt tribes migrated to the fertile lands in the south, which they settled. Some dissensions appeared, but soon the tribes had to unite to face the first manifestations of the dark powers. From this unity in the face of adversity was born the Kingdom of the Lion. In their struggle against evil forces, the Barhans made Light their emblem, bravery their virtue, and the protection of the earth their burden.  Anywhere that Darkness tried to spread its hold, it was met by the unflinching will of the armies of the Lion of Alahan. Until now, the Light has always been able to push back Darkness, but the omens are clear: the ancient terrors, which were thought to have been vanquished are preparing to return at the head of infernal legions.  But the Light also has powerful allies and today no one can say who will be victorious the day they meet for the final battle.

Living Dead

Acheron, the Cursed Barony, was once part of the Kingdom of the Lion, until the day that the doors of the netherworld opened and an ocean of darkness and corruption flooded Aarklash. The courageous warriors of the Lion and the unyielding protectors of the faith of the Griffin Empire fought this menace at a cost of many lives. Powerful Magicians let themselves be corrupted by the forces of Darkness and founded the Order of the Ram. Together they chanted forbidden words of power and brought forth beings, which should have never walked the soil of Aarklash. Then the Necromancers raised the dead. From ancient necropolises arose armies of staggering warriors, cemeteries emptied themselves and battlefields of old were tilled by fleshless and vengeful hands.  Other peoples were equally blinded by their dreams of power and were pulled towards Darkness. Sermons were held and alliances were forged.  Since then, a constant struggle opposes the protectors of the Light and the supporters of the dark forces. Until now, the former have been able to contain the hordes of Living Dead, but the worst is yet to come…

Mid-Nor Dwarf

The Dwarves of Tir-Nâ-Bor thought they were protected. No mortal force could ever launch an assault on their fortress. In this they were right. But the curse that hit them was not of this world and the enemy came from within.  How did this really begin? Why didn’t the Lords of the Dwarves take the disappearances more seriously? There are as many questions as there are regrets. But evil has been done, and this insidious gangrene now haunts the Dwarfish people, for those that have disappeared have now returned. But they are not the same… Someone or something has taken possession of their bodies and of their souls. All they have become is puppets, pawns subjugated to a demonic will. Why did this entity choose the Dwarves? And more importantly, what or who is it really?  One name is sometimes whispered… the Despot. And so the menace has been named and its lair is known. It’s in the Chasm of Mid-Nor that the possessed Dwarves lie in waiting for their time to come. But it may already be too late. Maybe the subjugation of the Dwarves is just a step in the preparation of the arrival of the Despot’s real servants. Who knows what ghastly creatures are preparing themselves to surge from the depths of the chasm?

Orc

In the lands of Aarklash peace is not a given, it is deserved and is won through suffering and bloodshed. And suffering is a faithful companion, who long has bound himself to the destiny of the Sons of the Jackal.  Since the creation of their race, the Orcs have had to fight.  Fight to escape the control of their creators, the Alchemists of Dirz. Fight to survive in the arid and savage lands of Bran-Ô-Kor. Fight again and again to preserve their freedom, which they had won at such a great price. Yet blood has not finished being spilled, for the Orc people has grown. It is now stronger, tougher and more determined than ever. And above all, the children of the God Jackal are tired of fleeing the enemy and of hiding in their own lands.  They might not be very numerous, but every one of their warriors is as strong as two men and as determined as a hundred. They have learned the art of war and have trained wild animals to turn them into terrifying mounts. They rare ready for the ultimate battle, which will either be a new beginning for their kind or the final destruction of their people. No, Orcs do not like war, but it has been pursuing them since they can remember. Today they are ready to face it, without hate or cruelty. But their enemies should not expect them to have any pity!

Wolfen

In the forests of the north one can hear howls like no other. Like those of the other wolves, they greet the appearance of the moon, but it is impossible to confuse them: those howling in this way are not mere animals. Behind these bloodcurdling cries one senses a conscience, a frightening and formidable presence. Who has awakened the old fears buried deep in the heart of men? Who has given a face and a soul to their most terrifying legends?  For on Aarklash the wolves walk upright and the whole world is their hunting ground.  The Wolfen are the children of Yllia, the goddess of the Moon, a goddess as cold as the celestial body she symbolises, as dark as the night, and terribly demanding. A curse or a blessing? She gave the Wolfen the force and the instinct of a predator. But she also gave them an incredible thirst for blood and carnage. Ever since, they tirelessly track down their prey, pushed by a hunger that is never satisfied and an uncontrollable need to kill. Every night they offer their goddess her due, the precious fluid of life.
But to find grace in Yllia’s eyes is an almost insurmountable challenge, so every day the hunt continues…