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Onslaught

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Deployment
Zone

Deployment
Zone
Centre Line

Attacker-Defender
The scenario requires one player to take on the role
of the Attacker whilst the other player takes on the
role of the Defender.
If both players can agree, they can play the roles
they wish too. If they are unable to agree, each
player rolls a D6, and the highest number is the
Attacker, and the lowest the Defender. Reroll ties

Continual Reserves
This uses the same rules as reserves, with the
addition that any unit that started the game in
reserve is returned to the reserves pool once it has
been removed from the table. The one exception to
this rule is the Elvspon, which once removed from
the table are never returned to the reserves.

No Commanders
A player will automatically lose the game at the end
of a turn, regardless of other victory conditions,
if the player has no independent units with the
command ability left on the table.
Note: If a player did not have any independent

units with the command ability in their force at the


start of the game, they cannot lose the game in
this manner.

Reserves
From the second turn onwards, prior to initiative
rolls, a player with units left in their reserve pool
may test to see if any of the units arrive.
Any units arriving from reserve will make one of
two special arrival movement, depending on the
result of the roll for them to appear. These arrival
movements are called deployment move and
enhanced deployment.
The player tests for each unit still in reserve one at
a time by rolling a number of dice equal to the turn
number +1 (for example, on turn 3 you will roll 4
dice). A unit will arrive from reserve when a double
is scored on their dice roll.
The player continues to check each turn for each
unit in reserve until one of the two situations occur,
at which point the player stops checking stops:

All units have been tested once

The first double the player rolls.

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For units that arrive as the result of a double 5 or


higher the player can decide to make an enhanced
deployment as the units first activation, instead of
a deployment move.
Units that have either the Scouts or Special
Deployment ability can make an enhanced
deployment on the result of a double 3 or
above.
Deployment Move
Units that arrive from a players reserve pool will
count towards the number of units on the table
for initiative purposes. The player can then active
these units at any point during the turn when they
become the active player following the normal turn
sequence in the main Relics rules.
When the player activates one of these units, they
place it at the rear of their deployment zone, and
move the unit up to double their movement value,
but no greater than 10. They may not fire this turn
but may make a charge as their move on move
following the charge rules in the main Relics rules
Enhanced Deployment
This replacement activation for a deployment move
is faction dependent, with the different option
below.
Britanan Flank Move
Britanan units that can make an enhanced
deployment when arriving from reserve can make
a flank move instead of a normal deployment
move. At the start of their activation, the unit
can be placed on the table edge along either of
the sides of the playing area. How far up the
edge they are placed determines what they can
do

Up to the centre line on the owning
players side of the table: They move on at
their normal rate and can complete their
activation as normal. The unit counts as
being in command for this activation.

Beyond the centre line on the
opponents side of the table: They move
on at half rate and their activation ends
immediately
Nuem Surfacing Move
Nuem units that can make an enhanced
deployment when arriving from reserve can make
a Surfacing move instead of a normal deployment
move. At the start of their activation, the unit
can be placed on the table at any point as long
as at least one model of the unit is in the control
range of a friendly unit, and that no model in the
unit is placed either into melee combat, or into
obscuring or difficult terrain. Units that arrive
by a surfacing move may not make another
action during this activation, but count as being

obscured until they next activate.


Orcnar Surrounding move
Orcnar units that can make an enhanced
deployment when arriving from reserve can
make a surrounding move instead of a normal
deployment move. At the start of the units
activation, the unit can be placed on any table
edge, and may either move at double their
movement value, up to a maximum of 6. Their
activation ends immediately
Vaettir Summoning move
Vaettir units that can make an enhanced
deployment when arriving from reserve can
make a summoning move instead of a normal
deployment move. At the start of the their
activation, the unit may either be placed with
at least one model within 6 of a friendly Vaettir
with the spell caster ability, or an Elvespon may
be sacrificed and the unit placed with at one
model from the unit placed where the Elvespon
was located.
The unit may have one or more models placed in
melee range of an enemy unit. The unit cannot
move or make a ranged attack unless one of the
following is true:
The unit is placed as the result of sacrificing
an Elvespon
A friendly Vaettir spell caster within 6 that
has not activated this turn discards a power
dice.
These cannot be gang-up attacks, and the unit
does not count as charging

units
When a player becomes active, before activating a
unit the player may chose to remove a single unit
from the table that is decitamed.
If the player decides to do this, the unit models
that are removed do not count as destroyed for the
sake of scenario victory conditions.

Victory conditions
Attacker Win: All of Defenders forces are
Destroyed or shaken within 7 turns.
Attacker Major Win: All of Defenders forces
are destroyed or shaken within 5 turns.
Defender Win: Not of all force destroyed or
shaken after 7 turns.
Defender Major Win: Attacker loses due t no
commanders.

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