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Kataloge (Tabletops / Miniaturen)
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90437884 Seitenabrufe seit dem 30.06.2003 |
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Rackham
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Rackham stellen mit ihrem Spiel Confrontation eine sehr außergewöhnliche Miniaturenserie vor, die durch ungewöhnliches Design besticht. Die Regeln und Figurenwerte sind in den Blistern enthalten. Ein Tabletop im großen Maßstab ist in Arbeit.
Hauptproduktlinien
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AT-43® is a miniatures strategy game that could be compared to a mix between chess, for the tactical part, and poker, for the luck and bluff components.
Tabletop gaming is a friendly pastime that combines gaming and artistic pleasure. During a game, each player (2 at least) take control of fighters represented by miniatures. These fighters form an army pursuing a variety objectives defined before the game starts.
AT-43® was designed to fulfill the tactical requirement of the most experienced players, but also to initiate beginners who wish to discover the pleasure of thrilling futuristic battles with a game easy to learn and ready to play.
In fact, all AT-43® miniatures are sold assembled and painted. This way it is possible to appreciate the finesse and beauty of the miniatures, while immediately being immersed into the game’s universe.
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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…
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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…
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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.
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The tactical role-playing game in the world of Confrontation .
Once cursed and abandoned, Cadwallon was conquered by companies of mercenaries. Heirs to these adventurers eager for glory and riches, the free leaguers watch over the survival of the City of thieves.
Cadwallon is a tactical role playing game in the world of Confrontation .
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Most ghastly legends and horrifying rumours circulate in all of Aarklash concerning the Kelts of the Drune clan. And it unfortunately seems that the truth is far worse than these make it out to be… For words strong enough to describe the horror of the Drunes’ doctrine and of the acts committed in its name do not exist.
They have rejected humans and their morals, the gods and their principles.
They are the evil which gnaws at the world and which alters the gods’ powers.
By murder and torture, by subjugating their kind and the destruction of their ideals, they will prohibit the divinities from returning to the lands from which they have been chased.
Why such enmity towards their former brethren and their gods? What terrible mistake was made to provoke such hatred?
The answers to these questions may lie in the origins of their mysterious allies the Formors. But the veil of mystery surrounding these demonic creatures is even thicker than that surrounding the Drunes.
Thus there is no price too high, no sacrifice too great, no suffering too unbearable for the Drunes to reach the goal they have set for themselves. Whatever the means necessary, they will find their King. Wherever he may be, they will bring Cernunnos back amongst them. And that day, many will regret not already being dead…
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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.
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In the elven tongue “cynwäll” means “exiled.” A long time ago the Cynwälls chose to withdraw to the high mountains of Lanever to devote themselves to the quest for Noesis, the harmony of body and soul. They discovered ancient secrets hidden in ruined temples, and made pacts with the dragons of the peaks of the Behemoth Mountains.
After centuries of contemplation and preparation, the Cynwälls have broken their tradition of neutrality in order to engage in the final battle on the side of Light. Ever since their origins they are aware that the future of Creation depends on the outcome of the Rag’narok.
The Cynwäll army isn’t numerous, yet its strength is considerable. It is guided by the wisdom of the ancients, borne by the wings of the dragons, and supported by mechanical warriors from a forgotten age.
The Cynwäll elves are allied with the Lions of Alahan, the Griffins of Akkylannie and the Sphinxes.
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“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.
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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.
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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.
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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…
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OPHIDIANS
The manuscripts of ancient times tell of the history of two civilisations, the Utopia of the Sphinx and the Ophidian Alliance, which could have conquered Aarklash if they hadn’t mutually destroyed each other. The ancient reptiles of the Ophidian Alliance found refuge in the entrails of the magical high places of Aarklash. There they transformed the networks of caves into sanctuaries. These lairs are guarded by their army’s most powerful marksmen: the enigmatic Serpentines.
Only the judges of the Ophidian Alliance, the wicked sydions, sometimes venture out to the surface with their faces unmasked.
The ophidians are allied with the living-dead of Acheron and the alchemists of Dirz.
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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!
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Ein Tabletop im kleinen Maßstab. Regeln und Figurenwerte sind in den Blistern enthalten.
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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?
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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!
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Confrontation: The Age of the Rag'narok is the fourth edition of the well-known fantastic battle game. The game rules, adapted to a universe where every nation is fighting to prevail in the ultimate battle, are intuitive and quick to learn. They come with a mini-campaign of six scenarios to discover the game with the miniatures from the Starter Set. Each scenario is played within half an hour to one hour, preparation included. The box contains the reference cards regrouping the fighters characteristics so that the players can look them up quickly in the heat of battle!
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Before disappearing, Dirz the Heresiarch, founder of the Empire of the Scorpion, nourished a shadowy project: Code Hybrid. Many decades later, Dirz’s forgotten laboratories mysteriously reactivated themselves… Today, monsters spring from the innards of the earth! Only a handful of warriors stand between these impious creatures and the rest of the world: the Griffins of the Lodge of Hod.
Come and join a blood-filled battle in the gloomy underground laboratories!
The Hybrid© game box includes 13 figurines, 1 Hybrid© rule book, 110 cards, 9 playing boards and 2 dice.
Take part in a blood-filled battle in the corridors of gloomy laboratories!HYBRID is the newest game in the RACKHAM range of products and a pre-release presentation was made at the World of Games exposition in Paris. Though the action does happen in the world of Aarklash, the game’s principles differ greatly from those of Confrontation and Rag’Narok: a game of Hybrid is played on richly decorated, chequered and adaptable game tiles.It’s up to you to carry out the ten dangerous missions described in the basic rulebook or to invent your own laboratories!
The playing mechanisms are also new: Hybrid is played with 10-sided dice. Each fighter’s capacities are graded in four different characteristics to which many special Aptitudes are added, such as the ability to radiate battle auras or to become stronger with every enemy fighter killed. The Capacity tables describe the martial and acrobatic feats your warriors can carry out during the decisive moments of a battle!The starter box includes two factions: the Griffins of Akkylannie, represented by the Templars of Hod, and the unholy creatures of the Alchemists of Dirz. These miniatures are supplied with reference cards that also let them be used to play Confrontation and Rag’Narok. This compatibility is reciprocal: in the long run most items for Confrontation and Rag’Narok will be able to be used to play Hybrid.
The Templars of Hod include the Venerable Ambrosius, a wise man gifted with mysterious powers, as well as three Purifiers and their Seneschal, formidable warriors trained for special operations.Facing these fighters of Light is the Heresiarch’s spawn: no less than four Pests of Flesh prowl the corridors in search of victims. Three Hybrid represent the prototype of the ultimate warrior as imagined by Dirz himself a long time ago. Alchemical perfection has a name and a terrifying face: the Aberration. Nothing seems to be able to stop this living nightmare, which has the strength of a war machine and the speed of an unpredictable storm…And last but not least, note that fans of customisation haven’t been forgotten: the Purifiers’ and the Hybrid’s arms are interchangeable and allow several different models to be made using the same basis.
Will you be able to defy the Heresiarch ?
Miniatures playable in Hybrid (except those in the Hybrid Gamebox): Griffin Templars, Griffin Executioners, Phidias de Basarac (lim. spec. ed. of the Monde du Jeu 2003), Misericord, Keratis, Skorize.
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From faraway Shamir, in the heart of the desert of Syharhalna, the Alchemists of Dirz have introduced a mysterious enchantment, the Ritual of Dawn, which may very well turn the continent’s future upside down…
Aarklash has now entered the Age of Darkness. All peoples are already gathering their forces and raising their armies for the apocalyptical conflicts to come.
Are you ready to take up the challenge of Rag’Narok ?
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