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Created and Written by Gavin Moorcroft

Edited by Sarah Gear, Mark Bettison, John Austin

Graphic Design and Layout by Gavin Moorcroft


Art Concept and Design by Christian Schwager

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This document is Copyright © Tor Gaming Ltd. All Rights Reserved.

Relics, artwork and all associated logos and Intellectual Property are copyright © Gavin Moorcoft.
Used under license. Gavin Moorcroft makes no representation or warranty as to the quality, viability,
or suitability for purpose of this product.
TABLE OF CONTENTS

General Stuff The Turn


Terminology We Use 5 Who Sets Up First  17

Dice and How We Use Them 6 Step: Initiative 17


Re-rolls 6
Step: Activating Units 17
Rule Precedence 7 Pre/Post-Actions Phase 17
Actions Phase 17
Measuring 8
Measuring Between Units 8 Step: Aimed Shots 18
Measuring Ranged Attacks 8
Pre-Measuring 8 Step: Tidy Up 18
Area of Effect 8

Miniatures
Independents
Squads
10
11
11
Command
Squad Coherency 11 In Command 19

Unit Profiles 11 Out of Command 19


Profile Record Details 12
Attributes and Advantages 14

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

Difficult Terrain 24 Attack Process 30

Hills and LoS 25 Viable Targets 30


Units in Different Cover 31
Targeting Mixed Squads 31

Melee Scatter 32

Who Attacks 26

Attack Process 26 Attacking


Target Obscured 27 Rolling the Dice 33
Maximum Number of Dice 33
Multiple Combat 27
Attack Types 33
Limitations on Actions 27 Normal Attacks 33
Gang Up Attack 34
Stuck In 27 Gang Up Attacks for Multiple Attack
Units 35
Disengaging 28
Disengagement Test 29
Disengaging Result
Disengaging from Multiple Units
29
29 Damage
Defence Roll 36
Modifying the Defence Roll 36

Removing Models 36
3
TABLE OF CONTENTS

Area of Effect and Casualties 36 Casting that Spell 41


To Cast a Spell 42
Working out the Drain 42

Lingering Effects Additional Casting Attempts

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

Playing the Game


Advantages Deciding Game Size 50

General Advantages 39 Mustering Your Trooper 50


Buying Advantage Points 51
The Process 39
Profile Advantage 39 Tactical Formations 51
General Advantage 39
Choose a Scenario 52
Unique Advantages 39
Table Size and Terrain 52

Magic Scenario Special Rules

Scenario: Straight Up Fight


53

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

Relics are in inches. • BtB: Base to Base. When model’s bases


are touching edge to edge.
• AoE: Area of Effect. An area
representing the coverage of weapons • Melee range: When models from
that are ‘explosive’ and not ‘direct’. opposing units are within 2” of each
other.

Dice and How We Use Them


Dice… There are plenty of types out there, Most of the time we are not worried about
some weird, and some normal. We’re sure the value of the double, just the number of
everyone has a good collection of dice them. However, there are some situations
already but not necessarily a collection of where we look for specific values. These
all the types available. Well, fear not as we will be covered in the respective sections.
use the most common dice there are!
Secondly, you may also be required to roll
Through out these rules we use the term a single die and compare the result with
‘dice’ to denote dice in the singular and a target number, or to roll two dice and
plural. We know ‘die’ is the singular but to add the values together, and compare
avoid confusion we will stick to just ‘dice’ this result with a target number. These
for both. methods of rolling the dice and working
out the results are discussed in depth
You will only need six sided dice for later.
Relics. The results of the rolls are worked
out one of two ways, depending on what Re-rolls
you are trying to achieve. Generally, dice
will be rolled in groups. Some rules allow dice to be re-rolled. In
these instances, all re-rolls need to be
Hits are generated when you successfully rolled at the same time and a die can only
roll one or more double or triple. You may be re-rolled once per action. So, if a unit
only count each die once and matched is allowed to re-roll multiple dice (maybe
dice are removed from the dice pool as it a spell has been cast on it allowing a re-
is considered ‘used’. roll as well as the unit having the ability
natively), the player must make all re-
See page 33 more details. rolls at the same time.

6
GENERAL STUFF

When deciding which rules should be


Rule Precedence applied in precedence over others, use the
following order: Core rules are overruled
In Relics, we have four layers of rules: by profile attribute rules, which are
overruled by spells.
1. Core rules. Core rules are the main
rules text in the books and pdfs for So, if a profile has a rule that contradicts
Relics. This piece you are reading right a core rule, ignore the core rule. If a spell
now is a core rule. contradicts a profile and/or a core rule,
use the spell ruling.
2. Attribute Rules: the attribute rules
listed on a profile such as ‘Encased’. Errata, if any, will explain how they affect
existing rules on a case-by-case basis.
3. Magic spell rules. It’s pretty obvious
where you find these ones.... Note: In some cases, we break this rule.
When this is the case, we explicitly state
4. Officially released errata, found on our so.
website at www.torgaming.co.uk
So, in this instance, the profile rule

Example 1: Measurement B is the correct way to measure.

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.

Measuring This means that the player does not have


to announce which unit they are activating
Measurements are always made in inches or which actions they will be doing with
(except when referring to base sizes, as them prior to making any measurements.
they are sold in metric and aren’t perfect
conversions, so…). Area of Effect

When making measurements, measure If an attack, or other in game affect, is


from the edge of the model’s base to the employing an AoE, measure from the edge
edge of the item you are measuring to of the affected model’s base up to the AoE
(building, base of another model, etc). See value in all directions.
Example 1
If the AoE touches any model’s base, the
Measuring Between Units model is considered within the AoE. The
model from which you are measuring from
Measuring between two units, is always hit by the AoE. See Example 4
except for a ranged attack, is a
8
GENERAL STUFF

Measurement A

Measurement B

Example 2: Measurement B is correct.

Example 3: Only Trooper A and B are in range; Troopers C and D are not.

Trooper C

Maximum range of Troopers attack

Trooper A

Trooper D

Trooper B

9
GENERAL STUFF

Area of Effect
Unmann A

Example 4: Only Unmann A is not hit by the AoE.

played. We think a game size of about 100


Miniatures points gives you a cracking sized game
that should take no more than a couple of
Have you seen the Relics range of models? hours to play. Even less time once you are
Beautiful they are, and so different to all familiar with the rules!
the other models out on the market. If you
haven’t got any yet, why not?? Each army list provides a number of
different units for the players to choose.
Each player should have a number of What the players choose is entirely up to
miniatures from their chosen faction and them, as long as they follow the simple
available mercenaries, which make up force construction rules (see “Force
their force. The total value in points of Creation” for details) and as long as the
each force is decided between total value does not exceed the agreed
the players prior to the game or game size.
stipulated in the scenario to be
10
GENERAL STUFF

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.

Squads If they are unable to re-establish squad


coherency in a single activation, they must
Squads consist of a number of models, continue to move their full distance for
dependent on the profile and the min/ subsequent activations until they are back
max model number value of that profile. into squad coherency.
Squads act as a group and must stay within
a certain range of each other (see “Squad For the entire activation, the parts not
Coherency”). Generally, squads will be considered the largest may not perform
made up of a single profile, but there are any action other than to move. If one of
instances of special squads that are made these unit parts moves back into squad
up by multiple profiles. These units are coherency, it may still not perform any
called mixed squads. other action until the unit’s next activation.

Squad Coherency Unit Profiles


Models that are part of the same squad You should have some models by now but
must stay within coherency of at least what use are they without the rules to
one other model from the squad. The enable you to use them on the battlefield?
maximum range that models may be apart
is 2″. At the back of this book, and also available
from our website for download you will
If, for whatever reason, a squad is split find a set of profile records. Each record
into two or more groups then the squad is represents a unit and gives you all the
considered to be out of squad coherency details you need such as the
and must abide the following rules. unit's stats, keywords, attributes,
advantages and spells.
11
GENERAL STUFF

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

have one or more key words. We use


Profile Record Details keywords to indicate general ttribute
rules that apply to the unit as well as
1. Faction icon. This tells you what ways to trigger or hook other rules on.
faction the profile belongs to. For example, 'Living' is a general rule
that tells us the unit will generate a
2. Unit name. Bit obvious this one... It's Soul token when it dies but is also used
the name of the unit! for other rules to target.

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.

Move: The distance in inches, Snap Shot: This is a ranged


a model may move during its attack option that can be used
activation. by a unit during its activation.

Defence: The value is the Aimed Shot: This is a ranged


minimum a player needs to roll attack option that a unit can opt
on a D6 to stop a hit becoming to do outside it's activation.
damage.
Both the Snap Shot and Aimed Shot ranged
Damage: This is the total attacks are split into two values. The first
number of damage points this value is the ‘attack dice’ and is the base
model can take before it is number of dice rolled when the model
removed from the table. is making a ranged attack. The second
number is the maximum range in inches
Melee Combat: Melee Combat is for the ranged attack.
split into 2 values. The first value
is for ‘attack dice’ which is the
base number of dice rolled when Base size: The base size the
the model is making a Melee models of this unit should be
attack. The second number is the mounted on.
number of attacks that model
can make in an activation Cost: How many points this
unit costs to use.

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

Attributes and Advantages

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

Conscious (C) 30mm 40mm 50mm Pill


1” 1.5” 2” 2”
We consider Conscious attributes to
be ‘Off’ until the player uses them; they A model must be able to see at least part
require forethought as to when to use of the target ‘cylinder’ to consider having
them. As such, the player must specifically LoS. We only consider this ‘cylinder’ as ‘the
invoke the use of the rule at the point they target model’ when trying to spot them,
wish to use it. not the model (not even its left arm that is
out stretched in a “CHARGE!!!!!” pose. So,
Advantages feel free to model your miniatures as you
wish as you will not be penalised or gain a
Advantages are attributes but the player benefit from it).
must follow the Advantages rules to use
them. page 39 for more details If less than 50% of the target ‘cylinder’ can
be seen (but you can see some), then the
Any attribute that is listed on a profile target model is considered to be Obscured.
record as an Advantage is

14
GENERAL STUFF

would be failures but she needs to apply


Obscured a +1 to them both due to the unit being
obscured.
There are a number of ways to become
Obscured, such as through attributes, As such, the results become 4 and 5
spells or terrain etc.; these situations are respectively. The unit has successfully
dealt with in their respective sections. stopped one hit from becoming damage
thanks to being obscured!
When a unit is obscured the owning
playing applies a +1 to the result of defence Ignore Defence and Obscured
rolls they are required to take.
Some rules may mean that attacks on a
For Example, a unit receives two hits. The unit will ignore the unit’s Defence. Others
player rolls two d6 and is looking for 5 or may mean the attacks ignore Obscured.
more (as the unit’s Defence stat is 5+). She It’s possible that some attacks may ignore
rolls a 3 and a 4. Normally, both of these both!

Example 5: A model's cylinder.

15
GENERAL STUFF

In the case of attacks that ignore Defence


on a unit that is Obscured, the unit will LoS through an Enemy Unit
still get to make defence rolls but they will
require 6’s to stop hits becoming damage. Models can draw LoS through enemy units,
but only if the enemy unit they are looking
In the case of attacks that ignore Obsured beyond is on a base size equal to or smaller
on a unit that is Obscured, the unit will than the active unit.
still get to make defence rolls using their
normal Defence stat and any modifiers If this is the case and LoS can be drawn, the
EXCEPT the Obscured modifier. unit you are drawing LoS to is considered
obscured.
In the case of attacks that ignore Defence
AND Obscured on a unit that is Obscured, Shooting Through a Unit
the unit will not get to make any defence
rolls at all. When shooting through another unit, the
target unit counts as Obscured and hits
LoS through Own Unit caused by double 1s or 2s count as hits
against the intervening unit. Treble 1s or
LoS is handled differently when it is drawn 2s also hit the intervening unit and the
through units. The way it is handled is option for 2 hits must be taken only.
dependent on whether the unit it is passing
through is a friendly unit or an enemy unit.

Models in a unit can draw LoS through


their own unit, ignoring other members
of that unit. This means that a unit can fire
through its own members without any
issues.

LoS Through a Friendly Unit

Models in a unit can draw LoS through


another friendly unit. It is assumed the
friendly unit ducks down when require.
However, shooting through a
friendly unit is dangerous and only
done in dire situations.
16
THE TURN

Each game turn in Relics is split into a with that unit.


number of steps and always the same
order. Activating Units
• Initiative During a game turn, players take turns to
activate their units. Once a unit becomes
• Activating Units active, the player must carry out all their
actions with that unit that they wish to do.
• Aimed Shots Once a player has completed the actions
with their active unit, it becomes inactive
• Tidy Up and the other player activates a unit and
carries out the actions they wish to with
Who Sets Up First that unit.

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

Initiative Pre/Post-Actions Phase

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.

• The unit may not make use of Orders.


See page 16 for more details

• Ranged attack: The unit may make


a ranged attack with the following
restrictions

◦◦ The unit must not move.


19
MOVEMENT

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.

Charging Making the Charge

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

• Open: This has no effect on movement • Blocking terrain: This is impassable


or LoS. for movement and blocks LoS.

• 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.

• If their Move is 5” or less, A unit moving from difficult terrain into


24
TERRAIN

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.

Example 7: Only Troopers A and C count as obscured. Troopers B and D are


too far away from the linear terrain to count as obscured.

Wall Height Wall Height


C
A
2x Wall Height

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.

A model's attack roll/s must be directed Attack Process


against units the active unit is in melee
range with, and damage is applied to the When attacking, the player rolls a number
whole unit. See Example 8. of dice equal to the unit’s Melee stat, plus
any modifiers that may apply to their
Who Attacks attack.

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

Target Obscured Multiple Combat


There are a couple of situations when When an attacking model is in melee
a model benefits from Obscured status range with more than one enemy unit, the
when being attacked in melee. owning player must declare which of the
enemy units the model is attacking and
The first is if the attack is being made how many of its combat dice are being
across linear terrain. used in each attack. See example 9.

When models are in contact with a piece Limitations on


of linear terrain and enemy models are
in contact with the same piece of linear Actions
terrain but on the opposite side and are
within melee range, consider the models When a unit is active, any model in BtB
as being in combat. Remember, melee contact with one or more enemy models
ranges require LoS between the models must make an attack against one of the
enemy units in base contact and may
As such, when rolling their attack dice, the not perform any other action, unless
target model is considered Obscured. disengaging. If the active unit is a squad,
any models that are not in BtB contact
The second situation is if the target model with an enemy model must get Stuck In
is obscured during the activation in which
the attacking model moved (other than to Stuck In
get Stuck In) into melee range; the target
model is considered Obscured. When a squad with one or more models
in melee range of one or more enemy
Note: Obscured status for units during unit activates, any models from the active
melee is only applicable during that initial squad that are not in BtB contact with a
contact activation. Neither unit benefits model from any of the enemy units the
from Obscured status on subsequent active unit is in combat with must move to
activations of either unit whilst they are make contact with a model from one of the
still in melee. enemy units. These models cannot claim
the charge bonus.

This move is free and ignores


movement penalties caused by
27
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.

difficult terrain and being Shaken. doing anything else.

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.

Example 11: Unmanns A and B are in cover and so count as obscured.


Unmann C is in the open and so doesn't count as obscured.

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!?!?

The resulting value is the number of d6 to Maximum Number of Dice


be rolled in this attack.
No attack roll can contain more than 6
Rolling the Dice dice, but you can get the number of dice in
an attack roll above 6. Fear not, you don’t
Ok, you have worked out the attack dice lose these extra dice! For each die above 6
you need but you have not actually rolled in your attack the target unit receives one
them yet? What are you waiting for? automatic hit.

Once the number of dice has been Attack Types


determined for the attack, roll them and
look for the doubles and triples. To handle the way units work in melee
and shooting, we have two ways for units
Each double rolled scores a single hit, to make attacks. Both of these options are
but trebles are event better! For each available to all units in the game.
treble you roll you get to chose one of the
following options. The player must declare which attack type
each model is using, and which models are
• Two hits taking part in Gang Up attacks, if used, and
all target models prior to rolling any dice.
• -1 modifier to defence rolls made
against all hits caused during this Normal Attacks
attack
The active player makes attacks
• No hits, place an advantage point in with each model one at a time.
your pool. Rolling the individual models
33
ATTACKING

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

The player works out how many

34
ATTACKING

• Make two attacks per model


Gang Up Attacks for Multiple
• Each model can ‘gang up’ both its
Attack Units attacks into a single attack

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.

Each remaining hit becomes a point of Area of Effect and Casualties


damage and are applied to the unit.
Casualties caused by an attack using an
Modifying the Defence Roll AoE are removed from the models covered
by the AoE only. If enough wounds are
During the game, the defence roll can caused than can be removed from under
be modified both up and down by two the AoE, the additional wounds are
basic means. The first is via special rules converted to overkill. See the ‘Overkill’
and situations such as attributes and section for further details.
advantages. The second is by the unit
being Obscured. The owning player decides which models
under the AoE to remove.

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

counter remains on the unit and continues


Knock Down to apply its effects to the unit.

The unit's Move stat Generally, this should be done on a


is reduced by 50%. In counter-by-counter basis. However, to
addition, the unit must speed things up, roll for the same type
apply a ‐1 modifier to its counters all together.
Defence rolls for each
Knock Down counter. For example, a unit has 1 Pain and 2 Fire
counters on it (ouch). The player can
Pain roll two dice for the Fire counters, then
after seeing if they can be removed, the
The unit make use of player would roll for the Pain counter.
(C) attributes. Pain only Alternatively, they could roll 2 red dice
affects Living models. and 1 blue die for example.

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

Each player has an ‘Advantage Pool’ which


they can use to gain advantages during the The Process
game. This pool generally begins at zero for
both players; although some profiles may When a player wants to take an advantage,
give you advantages to start the game with the process is simple but different
and you are able to ‘buy’ some advantage depending on the type of advantage.
points when building your force.
Profile Advantage
Advantages come in two flavours, the
first are on a ‘General Advantages’ list Nominate the Profile Advantage you wish
and both players have access to this list to make use of and apply its rules. Once you
of advantages. The other are ‘Profile have applied the rules of the advantage,
Advantages’ and are listed on unit’s roll a single D6. On a result of 1 or 2 the
profiles. Profile Advantages can only be opponent places an advantage point into
used by the profiles they are listed on. their pool. Any other result has no affect.

Players can use Advantages at the time General Advantage


they are needed, but they must be used
prior to any dice roll they are to affect! Nominate the General Advantage you wish
to make use of at the time it would need
General to be used. Now remove one advantage
point from your pool, apply the rules of
Advantages the advantage and carry on with the unit’s
activation. If your advantage pool is empty
Redeploy without suffering the -1 modifier you may not use that advantage.
to all defence rolls
General Advantages cannot be used to
• +1 Attack - Independents only affect a situation that just resulted in a
point being placed in their pool.
• +1 to Melee Dice
Unique Advantages
• +/-1 to Defence rolls
Whilst a player may make use of multiple
• +2 to Move advantages on a single unit at a single time
they cannot make use of the same
• Add a power die to a casting roll advantage multiple times on the
same unit at the same time.
39
MAGIC

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’

To Cast a Spell Option 1 - Pay the Cost

• 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

spells in a single activation, the casting


unit can only have a single persistent spell
maintained on the target unit at any one
time.

For the caster to maintain a second


persistent spell on that unit, the current
persistent spell affecting the unit must be
removed by the caster at the time of the
casters activation.

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:

• Increase range by 2” - May be chosen a max of two times.


• Spell ignore target unit’s Defence - May only be chosen once.
• If successfully cast the spell applies ‘Fire’ lingering effect to target unit even if no
damage points are caused - May only be chosen once.

Name: Guided Arm


Target: Unit within 5"
Drain: 2 Persistent: No
Effect: Increase the target unit’s Melee Dice by 1 until the end of the unit’s next activation.

Name: Guided Shot


Target: Unit within 5"
Drain: 2 Persistent: No
Effect: Increase the target units Aimed Ranged stat by 1/0 until the end of their next
activation.

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:

Spell ignore Defence.


A friendly unit within the 6” area of this spell does not receive the attack.

Name: Loud Voice


Target: Unit within 12"
Drain: 2 Persistent: Yes
Effect: Target unit gains Outrider attribute

Name: Maaj Drain


Target: All enemy Casters within 12"
Drain: 3 Persistent: No
Effect: The enemy Caster rolls 1D6 for each power die they currently have in their power
pool and applies the following results for each roll:

• 1-2: Discard power die


• 3: As above plus the casting unit increases their power pool by 1 power die.
• 4-6: Return power die to pool
47
MAGIC

Name: March of Stone


Target: A point within LoS and 6"
Drain: 1 Persistent: No
Effect: Place a 30mm round marker on the target point. An area of Difficult terrain
extends 2” in all directions. The player may increase Drain to 2 and increase range to
target point to 10”

Name: Rapid Growth


Target: A point within LoS and 8"
Drain: 2 Persistent: Yes
Effect: From the specified target point, an area of Obscuring terrain extends 2” in all
directions. 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:

• Increase range to 12”


• Target point may be outside of LoS
• Increase the area to 3” from the chosen point
• The obscuring terrain counts as Difficult Obscuring terrain

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.

Name: White Noise


Target: Commander within 12"
Drain: 1 Persistent: Yes
Effect: Decrease the target unit’s current Command range to 0”

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.

Size You should expect these sized games to


take up to 2 hours to play.
The players should have a discussion
before a game to decide the size of game Once the players have decided on their
they want to play. Relics is good for a game size, they need to get muster their
variety of sizes and it all depends on how troops.
long you want the game to last and what
type of units you want in your force. Mustering Your
If you are just starting out with Relics, we Trooper
recommend you grab a Starter Set each
and play a few games. Each starter set We do not feel we need to limit units
contains around 40 - 50 points worth of within your force beyond what you want
units. to take. After all, on a battle field the size
that Relics represents its entirely possible
For a more involving game, 100 points that an all Highlander force would be seen
is a good size to try. It will allow you to
take a higher number of units, but more Instead of limiting the player to what
importantly it will give you access to a they can use in their force by limiting
wider selection of units to have on the the number of units available, Relics uses
table at the same time. It will also mean a sliding scale on its points system to
you can take those higher point cost units determine the cost of units.
and still fit an army in around them!
Working out the Costs
Once you are comfortable with the rules
you should be able to play this size game It is quite simple, when working out unit
within an hour to an hour and half. costs, follow this simple stepped process:

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

Each TF may add, remove or adjust rules


on the containing profiles. These changes
only affect the units in the TF and take
precedence over conflicting rules on the
profile.

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

Table Size and Terrain


The size of the gaming table is dependant increase the table size to 4' by 4'.
on the game size and players. If playing
a custom scenario then you should use a When it comes to terrain, unless you are
table size that suits the scenario. playing a scenario that calls for specific
terrain, we recommend 2 to 3 pieces
For games using the scenarios in this book, of variable terrain per 2' by 2' area of
we recommend a table size of 3' by 3' table the board. Players should discuss the
for games of up to ~80 points. Over that battlefield and agree a layout that suits
size game we recommend you them both before setting up their armies.

52
SCENARIOS

Scenario Special Rules


Attacker-Defender have to hide units in all deployment spots
on the table.
The scenario requires one player to take
on the role of the Attacker whilst the other At the start of any initiative step of a turn,
player takes on the role of the Defender. before the initiative roll is made, the player
may reveal any hidden units they wish too.
If both players can agree, they can play
the roles they wish too. If they are unable The revealed units are placed on the table,
to agree, each player rolls a D6, and the with at least 50% of the unit within 2” of
highest number is the Attacker, and the the deployment spot. Revealed units count
lowest the Defender. Re-roll ties towards the number of units on the table
for determining initiative that turn and
Hidden Deployment can be activated normally.

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.

Each deployment spot can only have one


unit hidden in it but the player does not
53
SCENARIOS

rule, the player who is subjected to this


Camouflaged Deployment rule must start the game with at least
one independent unit with the Command
Each unit deployed counts as obscured. keyword.

Each unit remains obscured until one of No Troops


the following occurs, at which point, the
counter is removed from that unit: A player will automatically lose the game
at the end of a turn, regardless of other
• At least one model in the unit moves. victory conditions, if the player has no
units with the Squad keyword left on the
• At least one model in the unit shoots table.

• 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.

Note: In scenarios using this A player is considered to continue to


54
SCENARIOS

control an object until the opponent takes


control of it as above. The controlling Travelling Through Portals.
player does not need to keep a unit within
2" once they control the objective. A unit that moves, or is moved, so at least
one model is in B2B contact with a portal is
Objective Points immediately moved into B2B with another
portal on the table.
At the end of each turn, a player will gain
1 point for each objective under their Randomly choose one of the other portals
control. and place one model from the unit into
B2B contact with the portal and the rest
Destroying a Target Objective of the unit into coherency of the placed
model and within 6" of the portal.
These objectives can be targeted just like
any other model, and count as having Once the unit has been its activation ends..
damage 4, defence 3, and are a large target
for shooting. Random Game Length
Portals From turn 5 onwards, the game may finish
at the end of the turn. Roll 2D6 at the start
All Portals are based on a 50mm round of the turn, adding an additional D6 for
base. A scenario generally uses 5 portals. each subsequent turn after turn 5. On a roll
of a double, the game will ends at the end
Deploying Portals of the turn.

Portals are deployed by both players, Reserves X


alternating between them starting with
the Defender (if ‘Attacker-Defender’ is From the X turn onwards, prior to
used). initiative rolls, a player with units left in
their reserve pool may test to see if any of
Each player must deploy their first portal the units arrive.
in their opponents table half and must
deploy their second portal in their own The player tests for each unit still in
table half. The fifth portal is placed on the reserve one at a time by rolling a number
centre point of the table. of dice equal to the turn number,
but ne more than 5. A unit will
arrive from reserve when a
55
SCENARIOS

double is scored on their dice roll.


Victory Points
The player continues to check each turn
for each unit in reserve and deploys every At the end of the game, players work out
unit for which the player rolls a double. Victory Points to see how well they have
done. Victory point is are awarded for
Units that arrive from a players reserve each of the following situations as at the
pool will count towards the number of end of the game as per the scenario rules:
units on the table for initiative purposes.
The player can then active these units • Each enemy unit removed from the
at any point during the turn when they table
become the active player following the
normal turn sequence in the main Relics • Each friendly unit still above 1/3
rules. starting damage value within that
players awarding zone
When the player activates one of these
units, they place it at the rear of any of • Each friendly unit having left the table
their deployment zones and move the unit by a relevant table edge as defined in
up to double their movement value, but no a scenario.
greater than 10”.
The amount of victory points awarded are
Once the unit has moved onto the table its equal to the starting cost of each relevant
activation ends. unit.

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.

Scenario Special Rules Victory Conditions

• Random turn limit • Win: Most victory points at end of


• Victory points game.
• Major win: Most victory points at end
of game whilst at least one of your
units with the Command keyword still
on the table and killing all enemy unit's
with the Command keyword

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.

Scenario Special Rules Victory Conditions

• Attacker-Defender • Attacker Win: Defender wiped out by


• Continual Reserves (attacker only) end of turn 8
• No Commanders (attacker only) • Attacker Major Win: Defenders wiped
• Reserves 3 out by turn 6.
• Defender Win: One or more unit
survives the game..
• Defender Major Win: Attacker loses
due to No Commanders.

58
SCENARIOS

Ambush
6"

6"
8" per foot of

4" per foot of


6"
Table Edge A

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.

Scenario Special Rules: Victory Conditions:

• Attacker-Defender • Attacker Win: Most victory points.


• Camouflaged Deployment (attacker • Attacker Major Win: All of Defenders
only) forces are destroyed.
• Hidden deployment (attacker only) • Defender Win: Most victory points.
• No commanders (attacker only) • Defender Major Win: Attacker loses
• Victory points due to no commanders.

59
SCENARIOS

Take and Destroy

12" 12"

Defenders Table Edge


Attackers Defenders
Deployment Deployment
zone zone

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.

Scenario special rules: Victory conditions:

• Attacker-Defender • Attacker Win: Either destroyed target


• Destroying a Target Objective objective or controls capture objective.
• Holding a Capture Objective • Attacker Major Win: Destroyed
• No Commanders (Attacker) objective and controls capture
• No Troops (Attacker) objective.
• Objectives • Defender Win: Attacker fails to
• Random Game Length destroy objective and control capture
objective.
• Defender Major Win: Attacker loses
due to no commanders or no troops.
60
NOTES

61
NOTES

62
NOTES

63

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