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TABLE OF CONTENTS
Miniatures
Independents
Squads
10
11
11
Command
Squad Coherency 11 In Command 19
Line of Sight
Obscured
14
15
Movement
Ignore Defence and Obscured 15 Redeploy 20
LoS through Own Unit 16
LoS Through a Friendly Unit 16 Charging 20
LoS through an Enemy Unit 16 Minimum Charge Range 20
Shooting Through a Unit 16 Making the Charge 20
Charge Bonus 22
Charging Obscured Models 22
Charging with Modified Movement 22
2
TABLE OF CONTENTS
Terrain Ranged
Linear Terrain 23 Snapshot 30
Linear Terrain & Movement 23
Linear Terrain & Protection 24 Aimed Shots 30
Melee Scatter 32
Who Attacks 26
Removing Models 36
3
TABLE OF CONTENTS
Casting Roll
43
43
Types of Effects 37
Fire 37 Persistent Spells 43
Freeze 37
Horror 37 Casters Death 44
Knock Down 38
Pain 38 General Spells 45
Removing Lingering Effects 38
Immunity 38
57
Who can Cast Spells? 40
Knowledge 40 Scenario: Onslaught 58
Power 40
Scenario: Ambush 59
Spells 41
Choosing Spells 41 Scenario: Take and Destroy 60
4
GENERAL STUFF
Terminology We Use
Throughout the rules, we will use specific • Model: A single miniature of any type.
terms to describe elements of the game.
These are set out below. • Profile: The stat line and attributes
referring to a particular model.
• d6: Six sided dice, the only dice you
need for this game. You will see this • Base stat: The value of a stat as printed
written in a variety of ways: on the model’s profile
◦◦ d6: This is the basic way of writing • Modified stat: The value of a stat as
it. This refers to a single 6 sided die. printed on the model’s profile plus any
modifiers that are affecting the model
◦◦ 2d6: This means you need to roll a at that time.
certain number of 6 sided dice. In
this example, it is two 6 sided dice • Unit: A single grouping of models
that need to be rolled. with a defined profile/s. A unit can be
either an Independent (e.g. Eotan) or a
◦◦ d6+/-x: This is a means for us to Squad (e.g. Grenadiers).
modify the result of a dice roll.
Examples are d6+1, which means For example, two squads of Unmann,
roll one d6 and add one to the and an Eotan equates to three units.
result. d6-2 means roll one d6 and
subtract 2 from the result. • Independent: A unit initially consisting
of only one model.
◦◦ d3: This is a 3 sided die. Roll a d6
and consider results of 1 & 2 as ‘1’, • Squad: A unit that can consist of more
3 & 4 as ‘2’ and 5 & 6 as ‘3’. than one model.
• Attack dice: The dice rolled when • Force: The group of units under control
making an attack. This can be a melee of one player.
or ranged attack and the number of
attack dice is equal to the profile’s • LoS: Line of Sight, which determines
Combat or Ranged stat +/- modifiers. what a given model can and cannot
see, and therefore attack.
• Caster: A unit that has the Caster
attribute and casts spells. • Inches: All measurements in
5
GENERAL STUFF
6
GENERAL STUFF
Measurement A
Measurement B
Measurement C 7
GENERAL STUFF
‘Earth Commander’ explicitly states that simple case of measuring from the closest
it overrides spells that would normally point to closest point. See Example 2
reduce the Beorn’s Command range. This
does not affect spells that would increase Measuring Ranged Attacks
the Beorn’s Command range however!!
Measuring ranged attacks is done on
Additionally, there may be times when a a per-model basis from the shooting
unit has multiple rules affecting it that may unit. Individually measure each model’s
contradict themselves. In these instances, range in the firing unit to the closest
the more severe rule takes precedence. possible point on the target unit. If the
measurement is no greater than the firing
• For example, a unit may have a Shaken unit can fire, that model can take part in
and a Knock Down counter on it at the the ranged attack. See Example 3
same time. In this situation, the ruling
of “Unit may not move” from the Knock Pre-Measuring
Down counter takes precedence over the
“The unit moves as if on difficult terrain” In Relics, players can measure any
rule of being Shaken. distances they wish too at any time.
Measurement A
Measurement B
Example 3: Only Trooper A and B are in range; Troopers C and D are not.
Trooper C
Trooper A
Trooper D
Trooper B
9
GENERAL STUFF
Area of Effect
Unmann A
Units can be either an Independent unit, The largest part of the squad may continue
or a Squad unit, as indicated in the unit’s to be used as per the normal rules. If none
profile. of the unit’s parts are greater than the rest,
the owning player chooses which part to
Independents use as if it were the largest part.
Independent units are purchased as a When the squad activates, the smaller
single model and act independently on the part/s must move their full current Move
table. They are never considered part of a to try to re-establish squad coherency
squad, even when in ‘coherency’ with one. again.
Combined, these values tell us all we need to know about how that unit works and interacts
with other units on the gaming table.
In addition to the stats, each profile may have a number of attributes; these will detail any
special rules that apply to the profile.
Guard),(1 )3
2
Arcan(Cu),m
Comm an de r 8 (C Doll (I)
, Independen
t 4
1 Caster 2/7
4” Dice Range
Dice Range 4 12”
s
Dice Attack 3 6”
3 2
Attributes: 5
None
5+
Advantages: 6
None
Spells: 7
Persistent: No
gs Anger
Name: The Kin S ting dice, which
d Lo cas
within 12” an s rolled on the ll receive an attack
Target: Point casting succes E wi
2 a radius of 2’’ per or foe, touched by the Ao nter.
ack wi th ing effect cou 8
Effect: AoE att target point. Units, friend e a Fire linger
the hit also receiv
extends from that receive at least one 1/2
l units
roll of 4d6. Al
16 30mm
3. The number of models that are in that 5. Attributes. This is the list of special
unit. rules the unit has that count as
Attributes.*
4. Key words. A unit may
12
GENERAL STUFF
6. Advantages: This is the list of special rules the unit has that count as Advantages.*
* These may be abbreviated versions of the full rule and you should always refer to the full
attribute rules if queries arise.
7. Spells: If the unit has access to spells, they will be listed here and most likely on page
2 too.
8. Card count. This is only used on units that have more than one record. This is generally
because the unit's spells will soill over on to a second card.
If a stat has ‘-’ in it, this means that stat cannot ever be used by that unit in a game
and any modifiers applied to the unit that affect that stat will have no effect.
13
GENERAL STUFF
Each attribute falls into one of two classes; considered to have the Conscious (C) type
Innate or Conscious. applied to it, even if the attribute isn't
normally a (C) attribute.
Each attribute itself will denote which of
the two classes it falls into by the indicator Line of Sight
letter in brackets after its name.
Models can see all around themselves and
Innate (I) their line of sight (LoS) is only blocked
by obscuring or blocking terrain and
We consider Innate attributes to be ‘On’ all sometimes other units
the time and as such require no thought on
the players side as to when and how to use We use the model’s base to gauge LoS.
them as the situation (and rule wording) Imagine the base rises up as a ‘cylinder’
dictates this. Examples of Innate attributes to a height equal to the values below. See
are Hardened, Sure footed and Unreliable. Example 5
14
GENERAL STUFF
15
GENERAL STUFF
Unless specified by a specific scenario rule, This continues until all units in the table
the player with the most units places a have been activated.
unit on the table first. Then their opponent
places a unit. This continues until all units A unit’s activation is split into three
that are to be placed on the table have phases:
been deployed.
• Pre-Actions
If all players have the same number of
units, roll a d6, with the player scoring the • Actions
highest places the first unit. Any draws
should be re-rolled. • Post-Actions
At the start of each turn, both players roll The ‘pre-actions’ and ‘post-actions’
a d6. If one player has fewer units on the sections are to be used for affects that
table than the other player, they add one require checking before or after a unit
to their result. The player with the highest activates. These can be such things as
result chooses to activate first or second. Lingering Effects.
Any draws should be re-rolled.
Actions Phase
Players then take turns to activate a unit
and carry out all the actions they wish During a unit’s action phase, the
17
THE TURN
player has a choice of actions to make and • Charge: The unit may perform a
depending on if the unit is in command or charge against an enemy unit in LoS.
not the list can
• Redeploy: The unit may redeploy.
Basic Actions
• Reposition: A unit which possesses
Basic actions can be performed by any a ranged weapon on its profile may
unit, whether it’s in commander or not advance up to half its Mv stat and
(see Command). If an active unit is NOT in perform a snap-shot ranged attack
command, the unit may perform just one from their profile.
of Basic Action:
• Aim: The unit may prepare an aimed
• Advance: The unit may move up to its ranged attack as printed on their
Mv value in any direction. profile.
• Shoot: A unit which possesses a ranged During any of the above, the player may
weapon on its profile may make a make use of ‘any and all’ rules on that
snap-shot ranged attacked attack from unit’s profile by following their wording.
their profile. The unit may not move. Some may specify that they must be used
in a specific situation, in which case the
• Melee: A unit may move up to its Mv rule is not optional and the player must
value into contact with an enemy unit, abide by them.
following all the normal restrictions,
and make melee attacks against any Aimed Shots
unit engaged by the unit. Models in the
unit may take part in gang-up attacks. During this step, all units who are placed
on Aimed Shots will make their ranged
• Disengage: The unit may perform a attacks. See Aimed Shots.
disengage action.
Tidy Up
Orders
During the Tidy Up step, you have the
Any unit beginning its activation in opportunity to have a quick tidy up of
command range (see Command), may the table, remove any counters that are
perform one order in lieu of their no longer required, get a cup of tea and
normal action above. maybe even take a toilet break!
18
COMMAND
Any profile with the Command keyword ◦◦ The unit must not make a Gang Up
is considered a commander. These are a attack.
special type of model and are typically, but
not always, Independent units. ◦◦ The unit must target the closest
enemy unit in LoS. If that unit has at
In Command least 50% of its models Obscured,
not visible at all or in combat;
When a unit becomes active, the player the player can ignore it for target
measures the distance from the unit to all priority and target the next closest
friendly Commander models irrespective enemy unit in LoS. See Image 8.
of LoS.
• Combat: The unit cannot attempt to
Units with the Command Key word are disengage. They MUST follow the
always considered to be in command. ‘Stuck In’ rule when they activate.
If the unit is within any friendly • If moving into combat, the unit must
Commanders’ Command range, the unit target the closest enemy unit in LoS. If
is In Command for that activation and that unit has at least 50% of its models
ignores the Out of Command rules. If the Obscured, not visible at all or currently
unit is not In Command, it must observe has models in combat; the player can
the Out of Command rules. ignore it for target priority and target
the next closest enemy unit in LoS.
Out of Command To determine the closest unit simply
measure the closest model to closest
Players do not have a lot of control over model.
units that are not In Command. When a
unit is Out of Command, the player must • The unit may not make use of (C)
following the restrictions below: Attributes or Advantages.
Models can move in any direction the Even though the entire unit charges if 50%
player wishes. They must move around or more of the unit has LoS to the target
impassable intervening terrain and other unit, only models with LoS to the target
models and must not exceed their Move unit before the charge is made gain the
value during their activation. charge bonus in the subsequent melee. See
Example 6.
Redeploy
Measuring the range for units is performed
When a unit activates, the player may have on a model by model basis. Therefore,
that unit redeploy instead of making a if only three models from the unit are in
normal move. range only those models would make
contact.
A redeploying unit’s movement stat, as
printed on their profile, is doubled for that Minimum Charge Range
activation and its activation ends once
its movement is completed. It may not Models wishing to make a charge must
make ranged attacks, cast spells or end its move at least 2”. If, after making the move
movement within the melee range of an it turns out the model has moved less than
enemy unit. 2”, the model does not count as charging
and does not benefit from the charge
In addition, a unit that redeploys must bonus.
apply a -1 modifier to all defence rolls
it must make until the start of its next This means that during a charge, it is
activation entirely possible for part of a unit to
qualify for the charge modifier and part
Units that have their movement value of the same squad fail to qualify for the
reduced for any reason may not redeploy. charge bonus.
To charge into melee, the majority (50% Once the charge has been announced, the
or greater) of the unit must have LoS to the controlling player rolls a d3 and adds this
intended target unit. A model that is part of value to the unit’s current Move value for
a unit that intends to charge a squad, only the charge range.
needs to draw LoS to one model in
the squad to have LoS to that unit. Models in a unit making a charge move
must travel in a single, straight line directly
20
MOVEMENT
towards the unit they are charging. and rolls the d3. They roll a ‘6’, which
gives them an extra 3” of movement
If it turns out the unit does not have which added to the unit’s Move of
enough movement to make contact, even 5” gives a charge range of 8”. After
after the addition of the d3 result, the measuring, the closest models they find
unit must be moved directly towards the out the models are 9” apart.
intended target unit their maximum Move
value, ignoring the result of the d3. The charging unit is therefore moved
directly toward the intended target unit
For example, a player declares a charge their normal Move of 5”
Example 6: Only Troopers A, B and C have LoS to at least one model in the
target unit; Troopers D and E do not. As such, only A, B and C will get the
charge bonus
C
D
B
21
MOVEMENT
If it is determined that at least one member Obscured when resolving the charge
of a charging unit has enough movement combat rolls.
to reach BtB with at least one model
from the charged unit, all members of the Charging with Modified
charging unit that don't have enough move
to make BtB contact must be moved the Movement
full modified movement directly towards
the target unit in a single, straight line. If a model has had its Move value reduced,
whether by terrain or some other gamer
Charge Bonus rule, the model cannot benefit from the
charge bonus and does not count as
Models that have charged during their charging.
activation and are in BtB contact with an
enemy model increase their Melee Dice for This is worked out on a model by model
the rest of that activation by 1. basis for a squad. This means it is possible
for part of a squad to charge, whilst
For example, a Britanan Trooper that another part of the squad to not be able
charges is considered to have a Melee to charge. This is normal and fine, the
Dice of ‘3’ for that activation. player just needs to make sure all models
move as far as they can and you keep unit
Charging Obscured Models coherency.
If a unit charges a unit that is classed as Having its Move increased however does
Obscured at either the start of the charge, not stop the unit from charging.
the end of the charge or both, the models
contacted by the charge are considered
22
TERRAIN
Prior to setting up the table, all players • Impassable terrain: This blocks
must agree on the status of each terrain movement but not LoS. A chasm would
type. The options are as follows: be impassable terrain
• Difficult terrain: This terrain affects You assign each piece of terrain one of the
movement but does not block LoS. above terrain descriptions and it remains
Examples include broken ground, like that for the whole game.
mud or heavy snow. See the ‘Difficult
Terrain’ section below for movement If both players agree, you can also create
rules. new, fun terrain descriptions for weird
and wonderful terrain. What about a
• Obscuring terrain: This has no effect terrain piece that attacks a unit that
on movement but gives Obscured occupies it? That would be fun. Feel free to
status to any model within or on the post these ideas on to our forum so others
other side of the terrain area. A grove can enjoy using them.
or light hedges would be examples of
obscuring terrain. Linear Terrain
• Difficult obscuring terrain: Counts Walls, hedges that sort of stuff. They are
as difficult terrain for movement and perfect for hiding behind... Umm, I mean
reduces LoS through it to 3”. Models taking up a defensive position behind...
within that 3” LoS range are considered
Obscured. Therefore, models looking Any piece of terrain that is no deeper than
into the terrain from outside will 1” is classed as linear terrain. So stuff like
only be able to see 3” into it. Whilst hedges, walls etc.
models within the terrain have a
total LoS range of 3” into the terrain. Linear Terrain & Movement
If a model is in the terrain piece and
closer than 3” of the edge, they can see When a linear piece of terrain that is 2”
models outside the terrain as per the tall or less is being crossed by models
normal LoS rules. A forest with heavy on a 30mm base, they move at half their
undergrowth would be an example of normal speed for that activation.
difficult obscuring terrain
Any models on a base larger than
23
TERRAIN
30mm can simple ignore the linear terrain they move 1d3+1”
piece for movement.
• If their Move is over 5” but less than 8”,
Linear Terrain & Protection they move 1d3+2”
No models are able to cross linear terrain • If their Move is 8” or over, they move
that is taller than 2”. 1d3+4”
Linear terrain can also affect LoS. A unit that is moving onto difficult terrain
after moving some distance on open
Depending on the size of the active unit’s terrain, should first move to the terrain
models, the linear terrain can provide edge, then roll a d3 and move this amount
Obscured status to models on the other in inches into the terrain.
side.
Models in the unit may not move more
If LoS can be drawn through linear terrain than its base Move stat.
to a target model on the opposite side
of the terrain and the active unit is on a For example, A squad of Troopers are
30mm base, the target model is considered 2” away from a piece of terrain that
obscured if they are not further from the modifies movement. They move 2” up to
terrain feature than two times the height the terrain and then the player rolls a
of the terrain feature. d3 and gets a result of 3, which equates
to 2”. The squad therefore moves 2” into
If the activate model is on a 40mm or the terrain.
larger base, the target model is considered
Obscured if they are not further from the For Example, A squad of Unmann are
terrain feature than a distance equal to the 4” away from a piece of terrain that
height of the terrain feature. See Example modifies movement. They move 4” up
7 to the terrain then the player rolls a d3
and gets a result of 6, which equates
Difficult Terrain to 3”. As the squad has already moved
4” and their base Move stat is 5”, they
If a unit is on terrain that is classed as can only move an additional 1” into the
difficult terrain, the unit’s movement is terrain. The other 2” from the d3 roll is
treated as below: ignored.
the open will only move the distance they larger base than the active unit.
rolled for their difficult terrain movement
check. Additionally you may shoot over
intervening units and the target unit
Hills and LoS does not gain obscured status for the
intervening unit. Do not apply hits from
Units on a hill can draw LoS through double 1s or 2s against the intervening
enemy units even if that enemy unit is on a unit. See page 16 for more details.
D
B
25
MELEE
Models within 2” of one or more enemy rolls. The order in which these attacks
models are in melee range with the unit are made is the decision of the attacking
those enemy models belong to. (active) player.
Once units are locked in melee, only Doubles and triples are hits. See page 33
models in melee range may make attack for more details
Example 8: Only Troopers A, B and C are in range to attack the Unmann unit.
Only Unmann X and Y are in range to attack the Trooper unit. Neither the
Trooper unit or the Eotan are in range to attack each other.
Eotan
Melee Range A
C
26
Y
MELEE
Eotan
C
A
D
Example 9: Troopers A, B and C can only attack the Unmann unit but Trooper
D can attack either the Unmann unit or the Eotan unit.
The one exception to the requirement Once the announcement has been made,
for the unit to get Stuck In is if the player the player then checks to see which of the
declares the unit will be disengaging at following they need to do:
the time the unit activates.
If the disengaging unit is on larger bases
Disengaging than the opponent unit, the disengaging
unit automatically disengages.
When a unit in melee range with a single
enemy unit activates, the player If the disengaging unit is on the same size
may wish to disengage. If they do, base as the opponent unit then…
they must announce this before
28
MELEE
If the disengaging unit has a higher If the active players score is less than their
total damage value than the opponent opponent’s score, the disengagement fails
unit, the disengaging unit automatically and the unit’s activation ends.
disengages.
Disengaging Result
If the opponent unit has an equal or higher
total damage value than the disengaging Units that disengage, act differently
unit, the disengaging unit must test to depending on whether they had to
disengage (see ‘Disengagement Test). test or not. If no test was required, the
unit may continue with its activation.
If the disengaging unit is on smaller bases Units that disengage after a successful
than the opponent unit, the disengaging disengagement test may move up to their
unit must test to disengage (see normal Move value. They may not make
‘Disengagement Test). contact with any enemy unit and may not
make a ranged attack or cast/maintain
Disengagement Test any spells this activation. Their activation
ends after they have moved.
Both players roll 2D6 and add the total
remaining damage value of their unit that Disengaging from Multiple
is in the melee.
Units
If the scores are even or the active player’s
total is highest, the unit disengages. Units in combat with more than one
enemy unit may not disengage.
29
RANGED
When a ranged unit is not in melee, it has shot stat. Some units may have a choice
a choice to make a ‘Snapshot’ or make an of aimed Shot stats, when this is the case
‘Aimed Shot’. This decision must be made the player must choose which aimed shot
during the unit’s ‘pre-action’ phase of its stat they wish to use before making any
activation, once it has made any rolls it measurements.
must make.
Aimed shots are simultaneous, no matter
A unit may not make a ranged attack if they how many units are making them so it
are in melee range with an enemy model. doesn’t matter in what order you do them.
Just keep track of any damaged caused to
Snapshot a unit due to Aimed Shots and remove any
models necessary once the Aimed Shot
If the player decided to make a snapshot, round is over.
the unit makes a ranged attack during its
activation. Attack Process
When making a snapshot against a viable When shooting, the player rolls a number
target. a model will roll a number of d6 of dice equal to the unit’s snapshot or
equal to their snapshot attack dice value. aimed dice stat, depending on the type of
shot the unit is making, plus any modifiers
Aimed Shots that may apply to their attack.
If the player decided to use an aimed shot, Doubles and triples are hits. See page 33
the unit must not move at all, including for more details.
changing facing, and it may not make a
snapshot attack. It may continue to use Viable Targets
any attributes and/or advantages during
its activation that do not require it to move Any enemy unit within LoS and range is a
or shoot. viable target.
At the end of the turn, once all units have If the viable unit has the majority of
completed their activation but before the models in melee range of another unit, the
end of turn tidy up is done, those units on viable unit is considered Obscured when
aimed shot now shoot. targeted by ranged attacks.
When making aimed shots, the Only enemy models not in melee range
player will use the unit’s aimed with a friendly model can be removed
30
RANGED
as casualties from the ranged attack. See When targeting mixed squads with a
Example 10. ranged attack, the Defence value used
and any damage from the ranged attack is
Units in Different Cover applied to one of the profiles only. This is
worked out by the number of each profile
When targeting an enemy squad that has in the unit:
models in different levels of cover, the
attacking player must declare what part If one profile outnumbers the other
of the unit they will be attacking with profiles by at least 2 to 1, this profile has to
each shooting model. Work out the attack be the target of the attack.
dice as normal using the cover modifier
currently affecting that part of the unit. If none of the profiles outnumbers the
Hits can only be assigned to models in the other profiles by at least 2 to 1, the
part of the squad declared as the target. defending player must choose the profile
See Example 11. to be attacked.
Targeting Mixed Squads Any remaining damage left over after the
models of the attacked profile are applied
Example 10: The majority of the Unmann unit is in melee range of the
Grenadiers, so are counted as obscured if shot at. Unmann A is the only
viable model for removal as a casualty caused by shooting.
Melee Range
31
RANGED
to the other profile. Now roll the die again and check the result
as follows:
Scatter
• 1-2 The point moves perpendicular
Sometimes, stuff just doesn’t land where towards the table edge on your left d6
it should do. When a rule calls for you to inches.
scatter a shot roll a d6 and check the result
as follows: • 3-4 The point does not move.
• 1-2 The point moves perpendicular • 5-6 The point moves perpendicular
towards the opponent’s table edge d6 towards the table edge on your right
inches. d6 inches.
• 3-4 The point does not move. The final point is the location the shot
lands. All measurements for the attack are
• 5-6 The point moves directly made from this new location.
perpendicular towards your table
edge d6 inches.
32
ATTACKING
Now is the time to get the beating on! Hits are then converted to damage. See
page 36 for more details.
To work out the dice to be rolled in an
attack, simply take a number of dice But before that happens, you will need to
equal to the relevant attack value for the check to see if the defending unit’s defence
attacking model, Melee Dice for melee can stop the attack. There may also be
attacks, Snapshot/Aimed Dice for, umm, rules that are on either units profile that
ranged attacks, then apply any modifiers may affect hits. Such rules may stop the
such as gang up attacks, charge bonus, hit before it causes damage, or maybe they
profile attribute etc enhance the hit, who knows!?!?
dice and working out what hits are caused d6 they get as normal for the first model.
before moving on to the attack of the next They then add an additional die to the total
model in the unit. for each additional model taking part in
the Gang Up attack.
For melee attacks, the player does this
once per model per attack stat value. This way, the player can increase the
number of dice rolled in a single attack
For Example, a unit has an Attack stat and thus increase their chances of getting
of 2, so the player would roll the number those much needed doubles and triples.
of dice equal to the unit’s Melee Dice
twice for each model in the unit and Only the attributes and abilities of the
treat each roll as independent. main attacking model will apply; the other
models in the Gang Up attack only add the
DO NOT combine the dice from multiple 1d6 attack die each.
models when making this type of attack.
To speed things up, you can roll the dice of A model cannot take part in more than one
multiple models together, but ensure you ‘Gang Up’ attack per activation and there
use different coloured dice for each model can never be more than three models
and do not mix the colours when working involved in a single ‘Gang Up’ attack.
out the hits. The same goes for the number
of attacks! For example, a unit of 6 models wishes to
make some Gang Up attacks. The player
Gang Up Attack may make these attacks as follows
For ranged attacks or for melee attacks • Two attacks of three models ganging
from units that have an Attack stat value up
of 1 the player may split a unit up to make
Gang Up attacks. • Three attacks of two models ganging
up
The active player nominates one model as
their main attacking model and up to two • Two attacks of two models ganging
additional models from the active unit that up, and two attacks by individual models
are eligible to take part in the attack. not ganging up
34
ATTACKING
Independents with multiple attacks can • Combine attacks of the models. For
example, a unit with 2 attacks per model
• Attack once with each attack and a combat of 3 could:
• Combine one or more attacks into a ◦◦ Make two attacks per model of 3
‘Gang Up’ attack dice
Squads with a single attack per model may ◦◦ Make one attack per model of 4
make gang up attacks as explained in the dice
section above.
◦◦ Max of two models can combine
Units with multiple attacks on their profile their attacks. This would allow the
can also combine their attacks across player to make an attack roll of 6
models as long as they do not exceed 2 dice - 3 for the first model +1 for first
models taking part in the Gang Up attack. model’s second attack, +1 per attack
of the second model
For example, a squad with 2 attacks per
model can:
35
DAMAGE
Once a unit has received one or more hits Modifications to the defence roll stack but
from an attack of any type, the owning must come from unique sources/rules. So
player must see if the unit is capable of you cannot have two modifiers stack if the
shrugging off the hits or if the hits become rule they come from has the same name.
damage.
Removing Models
Defence Roll
Once a unit has received enough damage
When a unit receives one or more hits, roll points to equal the Damage value stated
a number of d6s equal to the number of in its profile, the unit has taken enough
hits received. damage to have a model removed as a
casualty. Remove the member of the unit
For each dice rolled that equals or exceeds that is closest to the originator of the
the unit’s Defence stat, discard one hit. attack that resulted in the casualty.
36
LINGERING EFFECTS
Some rules have lingering effects that Fire lingering effect counter on the unit,
continue to affect the target unit for the ignoring defence and obscured. If the unit
complete turn and longer. Lingering effects has the Doll keyword, the base value of
are applied to a target unit if that unit is the the attack is 3d6. For each damage point
subject of a rule that applies the lingering received immediately remove a Fire
effect and only if all the requirements are counter.
met to place the lingering effect counter.
Freeze
When a lingering effect is applied to a unit,
place a counter on the unit to represent the Units attacking this
effect. A unit can have multiple lingering unit receive a +1 attack
effects on it at one time, even of the same dice to their melee and
type except each lingering effect counter Ranged attacks.
must come from a unique rule.
Horror
For example, a unit hit by “Iced Ground”
from two different sources will only When your opponent
receive one Knock Down counter as the activates a unit with
counters come from rules with the same one or more Horror
name. counters on it, roll
2d6+1d6 per counter.
Types of Effects If at least one double is
rolled, the active unit counts as being out
When a unit is active and under the affect of command. In addition, if the unit has the
of one or more lingering effect, the unit 'Outrider' attribute, consider the attribute
must abide by the following rules for that removed from the unit until the end of its
activation for each of the lingering effects current activation.
on them.
Before this roll is made, the opposing
Fire player may decide to deal one point of
damage to the activating unit. If they do,
During the unit’s pre- remove all Horror tokens from the unit
actions phase make and carry out its activation as usual.
an attack against the
unit of 2d6+1d6 per
37
LINGERING EFFECTS
Immunity
Removing Lingering Effects Some units are immune to some lingering
effects. When this is the case, the units
During a unit’s post-actions phase, roll a profile will state which lingering effect
d6 for each of the lingering effect counter they are immune too.
currently affecting the unit.
In these cases, do not place the counter on
On a result of 3 or more, remove the the unit.
counter. On a result of a 2 or less the
38
ADVANTAGES
The Maaj saturates the world, maybe a The spells purchased with the unit’s
little more than it used to thanks to the Knowledge value are in addition to the
Vaettir. A bit unpredictable, you can’t rely spells already listed on the profile. The
on those Maaj casters to always pull off caster will always have the spells printed
what you want when you want. on their profile.
Generally, magic on Relicia follows these If a Maaj casting unit’s Knowledge value is
rules, but for some it doesn’t. The rules zero, the unit can not take additional spells
below are the general rules for magic and and may only use those on their profile.
unless specified on a magic user unit’s
profile, the unit will use the rules below. The Knowledge value of a unit is for the
An example of a profile not using the whole unit and not per model in the unit.
rules below to manipulate the Maaj is the In the case of squads with the Knowledge
Orcnar Shaman. When this is the case, the attribute, spells are bought for the entire
full rules will be included in the army lists unit and not per model.
for that profile.
Power
Who can Cast
The unit’s Power represents how good
Spells? they are at manipulating the Maaj. The
power value shown on a profile is the
Units with the Caster attribute are Maaj power rating of each model in the unit.
casters and are the only profile that can The find out the power available to a unit
interact with the Maaj and bring its effects to cast spells during its activation, simply
to the table using these rules. They have add together the power value for each
two values following the Caster attribute model in a unit.
on their profiles. The first value is the
Knowledge value and the second is the This is done at the start of each turn for all
Power value. casters on the table to find out the caster
unit’s power dice for that turn. As the unit
Knowledge takes casualties, the number of power dice
available to the unit will drop.
The unit’s Knowledge represents just how
versatile the unit can be when it comes to Whilst we list the power value per model,
the Maaj. Think of the Knowledge the unit shares the power dice of all its
stat as spell ‘slots’ that you fill members, so no need to keep track of
from the general spell list. individual members, just group them
40
MAGIC
together and track it for the unit. General Spells list for each of their Maaj
casting units. The total number of spells
Spells chosen for each unit must be equal to or
less than the unit’s Knowledge value.
The spells will be made up with a number
of values: When choosing spells for your force, the
cost of a general spell increases by 1 for
• Drain: Some spells require a lot of every additional instance of the spell in
concentration and effort to cast, so your force. As such, the first unit that take
the spell can take it out of the caster. a particular generic spell does so at the
Spells listed on a unit's profile do not cost of one knowledge. The next unit that
have this value as the caster is adept at takes that same spell, pays two points of
casting the spell without risk. Knowledge.
• Target: This tells you who can be the For example, a spell would cost 1
eligible targets of the spell. This may Knowledge for the unit that takes it
be ‘Enemy Unit’, ‘Friendly Unit’, ‘Unit’, then 2 Knowledge for the second unit, 3
‘Independent’ etc. So, if it just says ‘unit’ Knowledge for the third and so on.
then you can target any unit, friendly
or enemy. If it says ‘independent’, then These chosen spells are in addition to the
it must be an Independent, friendly or spells listed on the unit’s profile. Spells
enemy. If it mentions ‘enemy’ then the listed on a units profile are exempt from
target must be an enemy unit. Etc It this as they have no Knowledge value.
could also be a Keyword, such as 'Doll'
or 'Encased'. Casting that Spell
• Persistent: If a spell is persistent, the During the activation of a unit with the
caster can keep it in effect from one Caster attribute, the player may attempt
turn to another. to cast any of the spells they have chosen
for that unit or any of the spells already
• Effect: The main text of the spell on the units profile. The player may cast
describes the effect it has when cast. spells before and/or after movement but
not during movement.
Choosing Spells
Each unit can have as many
Before the start of the game, a player attempts to cast the same spell
can choose a number of spells from the per activation as the player
41
MAGIC
wishes as long as they have enough power and even damaging affect on a caster.
dice for the casting attempts. However, When casting a spell comparing the spells
a spell can only be successfully cast on a drain with the casters knowledge. If the
target unit once per turn by a player, no spell has a higher drain than the casters
matter the number of casters they have knowledge the player has two options, to
with that spell. ‘Pay the Cost’ or to ‘Fight the Spell’
• Declare the spell you wish to cast The player can discard a number of power
dice equal to the difference in the drain
• Declare target and knowledge
• Work out the drain and ‘Pay the Cost For example, a player wants to cast
or ‘Fight the Spell’ a spell with a Drain of 3 and their
Knowledge is 1. Because the Drain is
• Declare the number of power dice to higher than the Knowledge, the player
be used during casting attempt must discard some power dice they
have not used yet. Because the Drain is
• Measure range to see if at least one 2 higher then the Knowledge, the player
model from the target unit is in range must discard 2 power dice from those
they have available.
• If out of range, discard a power die;
return remaining power dice to Option 2 - Fight the Spell
models dice pool
Alternatively, the player can decide to take
• Roll power dice the riskier route and fight the spell to keep
control. This is not without risk, however!
◦◦ If successful, apply spell effect Instead of discarding the power dice you
would have done if you took the option to
◦◦ If unsuccessful, discard the used ‘Pay the Price’, roll them.
power dice, the spell has no effect.
Each dice that rolls a 2 or more is not lost
Working out the Drain and placed back with the other available
power dice. For each dice that rolls a 1,
Attempting to cast a spell above discard the die and make a defence roll
your ability can have a draining, as if you had received a hit. There is no
42
MAGIC
modifier to the defence roll but the unit is successfully cast if one or more 5’s or 6’s
takes a point of damage for each failed roll. are rolled from all the power dice rolled.
The caster can then attempt to cast the Most spells only require a single 5+ to be
spell with any of their remaining power rolled, but some spells make use of the
dice if they did not receive enough damage total number of 5+ you roll. In these cases,
to remove them from the table. the spell description itself explains how
this takes effect.
Additional Casting Attempts
Persistent Spells
Each additional casting attempt of the
same spell in a single activation increases Once cast, a persistent spell remains in
that spells drain value by one. effect until the caster’s next activation, at
which point the player has the option to
For example, if they wanted to cast the maintain the spell.
same spell as above a second time, the
drain would become 3. If, they then During the caster’s Pre-Action phase
wanted to cast it a third time, the drain the player must declare which in-play
would be 4!!! persistent spells cast by that caster they
will be up-keeping. For any spell that is
This is the same with spells that wouldn’t being up-kept, the must discard a number
normally have a drain on the caster, of power dice as follows:
maybe because the casters knowledge is
higher than the drain or it’s a spell from • The spells Drain minus the casters
the casters profile. On the second casting Knowledge.
attempt in these situations, the caster
must either pay the cost and discard 1 So, if a Knowledge 1 caster is keeping
power dice or fight the spell and try and up a drain 3 spell, they must discard 2
retain the power dice. On the third, it is 2 power dice. A caster will always discard
power points etc. a minimum of 1 power die per spell being
up-kept.
Casting Roll
Any spells not maintained are removed
Once the spell has been declared, any from play.
required drain paid and the number of
power dice being used have been declared Whilst a casting unit can target
the player rolls the declared dice. The spell a unit with multiple persistent
43
MAGIC
Casters Death
If a caster is removed from the table whilst
they have persistent spells in play, all the
caster’s persistent spells, and their affects
are immediately removed from play.
44
MAGIC
General Spells
Name: Blinding Light
Target: Unit within 8"
Drain: 1 Persistent: No
Effect: The target unit adds +1 to defence rolls it is required to make until the Casters next
activation.
Name: Cleanse
Target: Friendly Unit within 8"
Drain: 1 Persistent: No
Effect: For each casting success you roll casting this spell, remove a lingering effect or
persistent spell on target unit.
Name: Cripple
Target: Unit within 6"
Drain: 1 Persistent: No
Effect: Place a Pain lingering effect counter on the target unit.
Name: Distraction
Target: Unit within 14" and LoS
Drain: 1 Persistent: No
Effect: The target unit must roll one or more doubles on 5 dice. If no double is rolled, the
target unit is considered to have activated for this turn.
45
MAGIC
Name: Fireball
Target: Unit within 16" and LoS
Drain: 3 Persistent: No
Effect: Target unit takes an attack of 2d6 + 1d6 per casting success (max of 5d6) ignoring
obscured. The player may opt to apply drain to the spell prior to rolling the casting roll.
For each point of drain they apply, they may choose one of the follow effects:
Name: Heal
Target: Living Unit within 6"
Drain: 2 Persistent: Yes
Effect: Remove a single point of damage from the target unit. If the unit profile is made up
of single damage models, replace a model into the unit but not in melee range of an enemy
unit. 'Heal' may not take a unit above its starting Damage value.
46
MAGIC
Name: Horror
Target: Unit within 6"
Drain: 2 Persistent: No
Effect: Place a number of Horror lingering effect counters on the target unit equal to the
casting successes rolled.
Name: Lightning
Target: Unit within LoS and 12"
Drain: 2 Persistent: No
Effect: Target unit and all units, excluding the cast, within 6” take a ranged attack of
4d6, ignoring obscured. The player may opt to apply additional drain to the spell prior to
rolling the casting roll. For each additional point of drain they apply, they may choose one
of the following effects:
Name: Shadow
Target: A Unit within 8"
Drain: 2 Persistent: Yes
Effect: The target unit is considered Obscured until the end of its next activation.
48
MAGIC
Name: Vortex
Target: A point within 10"
Drain: 3 Persistent: No
Effect: For each success, Select one unit within 12” of the target point and move it 4”
towards the target point.
Name: Ward
Target: A Unit within LoS and 8"
Drain: 2 Persistent: No
Effect: Spells targeting the target unit count their drain as being 3 higher than it is.
Name: Weaken
Target: A Unit within LoS and 8"
Drain: 2 Persistent: Yes
Effect: Lingering effects on the target unit are removed on a 5 or more instead of 3 or
more. The player may opt to apply an additional 1 point of Drain to the spell prior to
rolling the casting roll. If they do, lingering effects on the target unit are removed on a 4
or more instead of a 2 or more.
49
GETTING READY TO PLAY
Playing a game of Relics should be a fun involved and allow you to pack even more
and rewarding experience. Players should units into your force few extra units on
agree a game size, muster their armies, the table but will take longer a bit longer
find a battlefield and battle it out to see to player. This is a good size if you want
who is the victor. to squeeze in more than one Tactical
Formation into your force and still have
Deciding Game space left for other units.
150+ point games are more • The first two units purchased from a
50
GETTING READY TO PLAY
profile cost the points value as shown Hold on though, there is a catch to keep in
in the profile. mind!
• The third and fourth units purchases You can only spend 1 point for every
cost the points value as shown in the complete 50 points the game size is.
profile plus and additional 10%
So, that means in a game of 200 point you
• The fifth and sixth units purchases cost can spend 4 points on advantage points. So
the points value as shown in the profile you could have a maximum of 4 advantage
plus and additional 20% points.
For each unit, after applying the increase If the game was 180 points, you could buy
in points you round the cost down to the a maximum of 3 Advantage Points as there
closest whole number. So, let’s look at an is only 3 complete 50 point blocks in the
example of a player wishing to use five army size.
units of Britanan Troopers in their force.
The player would work out the costings as Makes sense? Super!
follows
Tactical Formations
• Units 1 and 2: 18 points per unit
Tactical Formations (TF) are a way for
• Units 3 and 4: 20 points per unit (18 + players to build their force and gain
10% = 19.8) some additional rules for the units on the
formation.
• Unit 5: 22 (18 + 20% = 21.6)
When using tactical formations, you pay
Buying Advantage Points the price for the formation as a whole.
This means the units in the formation are
During force construction you can not counted towards the total number of
purchase some advantage points to place those units in your force to determine if
in your advantage pool ready for the start unit costs have to increase.
of the game.
You force can include as many TFs as you
When buying advantage points, you get have the points to spend on them and
one (1) advantage point for one point you can even use the same one
spent on them. multiple times if you have the
points.
51
GETTING READY TO PLAY
Choose a Scenario
By now you should have a game size be fun to play and give bother players an
agreed and a force built to the agreed size. objective to achieve.
What now? You need a scenario!
Fear not though, it just so happens we
Scenarios are a great way to add a story have a selection of scenarios for your to
to the battle. Maybe your opponent has play! So, once you have your armies ready,
sprung a trap on your troops and they have you can either agree on a scenario from
to fight their way out or maybe you are the following pages to play or randomly
on a mission to blow up an ammo dump. choose one. Or if you have an idea for a
The options are endless but the important scenario, give that a try instead!
thing to remember is a scenario should
52
SCENARIOS
The scenario will specify the number of Forcing Hidden Units to Deploy
deployment spots, each with a unique
number. These deployment spots have a When a unit moves within melee range of a
footprint of 4” by 4”. deployment spot which has not had a unit
deployed on it yet the player with hidden
When placing the deployment spots, units must declare if there is a hidden unit
no spot can be within 6” of another on that deployment spot or not. if there is,
deployment spot. the player must place the hidden unit on
the table within 2” of the deployment spot
Before the game begins, but after the and in melee range of the active unit. The
deployment spots have been placed on the active unit may either attack the revealed
table the player with Hidden Deployment unit and counts as charging or it may move
may put one unit into reserve for each directly away 3".
deployment spot. Each unit should
have an indicator with it to show which A unit that is revealed in this way cannot
deployment spot they are hidden in. activate that turn.
• When the first model in the unit is Note: In scenarios using this rule, the
removed from the table. player who is subjected to this rule must
start the game with at least one unit with
When Camouflaged Deployment is used in the Squad keyword.
a scenario with hidden deployment, units
deployed hidden also receive the obscured Objectives
counter.
There are two types of objectives:
Continual Reserves
• Capture objectives
When a unit that was deployed from
reserves is removed from the table, place • Target objectives
it back into the reserves so it can be rolled
for again next turn. Each objective must be mounted on a
50mm round base.
No Commanders
Holding a Capture Objective
A player will automatically lose the game
at the end of a turn, regardless of other A player takes control of a capture
victory conditions, if the player has no objective at the end of a turn if they have
units with the command keyword left on a unit within 2” of the objective and the
the table. opponent doesn't.
56
SCENARIOS
Straight Up Fight
12" 12"
Deployment
Deployment
Zone
Zone
Muster your trooper and prepare for battle. Your force is out on the prowl and it seems so
is the enemy! Two forces face off against each other across the battlefield.
57
SCENARIOS
Onslaught
12" 12"
Deployment Deployment
Zone Zone
The Attacker places up to 50% of their force, in points, into reserve. The Defender chooses
a table half and deploys all of their force in their deployment zone. The Attacker deploys
all of their force not held in reserve in their deployment zone. The attacker starts to roll
for reserves arriving from turn 3 onwards. The game continues for 8 turns.
58
SCENARIOS
Ambush
6"
6"
8" per foot of
table width
table width
Defenders
Deployment
6"
Deployment Zone
Zone
Attackers
6"
6"
The attacker positions two hidden deployment markers within their deployment zone, and
chooses up to two units of their force to be deployed as hidden deployment. The defender
deploys all their force then the attacker deploys the remains of their force not in hidden
deployment. The defender receives victory points for each of their units that exit the table
from table edge A. The attacker receives Victory Points for each enemy unit they wipe out.
59
SCENARIOS
12" 12"
6"
Objective
Deployment
zone
This scenario uses one Capture Objective and one Target Objective. The Attacker
chooses either the Target Objective or the Capture Objective and places it anywhere in
the Objective Deployment Zone. The Defender then places the other objective anywhere
within the Objective Deployment Zone but not within 12" of the other objective.
61
NOTES
62
NOTES
63