46
8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2 http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 1/46 Relics 2nd Edition Beta - Main Rules 0.2 Copyright Tor Gaming Ltd. All Rights Reserved 1 2nd Edition Relics Beta Testing Document. Welcome to the beta testing document for the 2nd edition of Relics. This document contains the 2nd edition rules for Relics and is intended for you to take part in the 2nd edition and providing feedback to help us get it ready for release. Join us in our Facebook group (just search for ‘Tor Gaming’s Relics’) and post your views and feedbak. Please do get involved - after all, you buy the game so why not make it what you want it to be?!?

Relics 2nd Ed Beta - Main Rules Version 0.2

Embed Size (px)

Citation preview

Page 1: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 1/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 1

2nd Edition Relics Beta Testing Document.

Welcome to the beta testing document for the 2nd edition

of Relics.

This document contains the 2nd edition rules for Relics

and is intended for you to take part in the 2nd edition and

providing feedback to help us get it ready for release.

Join us in our Facebook group (just search for ‘Tor

Gaming’s Relics’) and post your views and feedbak.

Please do get involved - after all, you buy the game so

why not make it what you want it to be?!?

Page 2: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 2/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 2

Terminology We Use

Throughout the rules, we will use speciic terms to describe elements of the game.These are set out below.

● d6: Six sided dice, the only dice you need for this game. You will see this writtenin a variety of ways:

○ d6: This is the basic way of writing it. This refers to a single 6 sided die.

○ 2d6: This means you need to roll a certain number of 6 sided dice. In thisexample it is two 6 sided dice that need to be rolled.

○ d6+/-x: This is a means for us to modify the result of a dice roll. Examplesare d6+1, which means roll one d6 and add one to the result. d6-2 meansroll one d6 and subtract 2 from the result.

○ d3: This is a 3 sided die. Roll a d6 and consider results of 1 & 2 as ‘1’, 3 & 4as ‘2’ and 5 & 6 as ‘3’.

●  Attack dice: The dice rolled when making an attack. This can be a melee orranged attack and the number of attack dice is equal to the proile’s Combat orRanged stat +/- modiiers.

● Caster: A unit that has the Caster attribute and casts spells.

● Model: A single miniature of any type.

● Proile: The stat line and attributes referring to a particular model.

● Base stat: The value of a stat as printed on the model’s proile

●  Modiied stat: The value of a stat as printed on the model’s proile plus anymodiiers that are affecting the model at that time.

● Unit: A single grouping of models with a deined proile/s. A unit can be eitheran Independent (e.g. Eotan) or a Squad (e.g Grenadiers).

For example, two squads of Unmann, and an Eotan equates to three units.

● Independent: A unit initially consisting of only one model.

● Squad: A unit that can consist of more than one model.

● Force: The group of units under control of one player.

● LoS: Line of Sight, which determines what a given model can and cannot see, andtherefore attack.

● Inches: All measurements in Relics are in inches.

Page 3: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 3/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 3

● AoE: Area of Effect. An area representing the coverage of weapons that are‘explosive’ and not ‘direct’.

● BtB: Base to Base. When model’s bases are touching edge to edge.

●  Melee range: When models from opposing units are within 2” of each other.When in melee range. 

Dice and How We Use Them

Dice. There are plenty of types out there, some weird, and some normal. We’re sureeveryone has a good collection of dice already but not necessarily a collection of all thetypes available. Well, fear not as we use the most common dice there are!

You will only need six sided dice for Relics. The results of the rolls are worked out one of two ways, depending on what you are trying to achieve.

Generally, dice will be rolled in groups and you will need to count the number of doubles you rolled.

When calculating hits count pairs of dice, each pair counts as a hit. When calculatingpairs you may only count each die once; once paired a die is removed from the dice poolas it is considered ‘used’.

Generally, we are not worried about the value of the double, just the number of them.However, there are some situations where we look for speciic values. These will becovered in the respective sections.

Secondly, you may also be required to roll a single die and compare the result with atarget number, or to roll two dice and add the values together, and compare this result with a target number. These methods of rolling the dice and working out the results arediscussed in depth later.

Re-rolls

Some rules allow dice to be rerolled. In these instances, all re-rolls need to be rolled at the same time and a die can only be rerolled once per action. So, if a unit is allowed to

re-roll multiple dice (maybe a spell has been cast on it allowing a re-roll as well as theunit having the ability natively), the player must make all re-rolls at the same time. 

Rule Precedence

In Relics, we have four layers of rules:

1. Core rules. This includes expansions etc. So, the document you are reading at themoment falls in to this category.

2. Proile Attribute Rules: the attribute rules listed on a proile such as ‘Hardened’.

3. Magic spell rules. It’s pretty obvious where you ind these ones....

Page 4: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 4/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 4

4. Oficially released erratas, found on our website at http://www.torgaming.co.uk

When deciding which rules should be applied in precedence over others, use thefollowing order: Core rules are overruled by proile attribute rules, which are overruledby spells.

So, if a proile has a rule that contradicts a core rule, ignore the core rule. If a spellcontradicts a proile and/or a core rule, use the spell ruling.

Errata, if any, will explain how they affect existing rules on a case-by-case basis.

Note: In some cases, we break this rule. When this is the case, we explicitly state so.

So, in this instance, the proile rule ‘Earth Commander’ explicitly states that it overridesspells that would normally reduce the Beorn’s Command range. This does not affect spells that would increase the Beorn’s Command range however!!

Additionally, there may be times when a unit has multiple rules affecting it that maycontradict themselves. In these instances, the more severe rule takes precedence.

For example, a unit may have a Shaken and a Knock Down counter on it at the

same time. In this situation, the ruling of “Unit may not move” from the Knock 

Down counter takes precedence over the “The unit moves as if on dificult terrain” rule of being Shaken.

Measuring

Measurements are always made in inches (we tried centimetres but couldn’t get on withthem).

When making measurements, measure from the edge of the model’s base to the edge of the item you are measuring to (building, base of another model, etc). See Image 1

Measuring Between Units

Measuring between two units, except for a ranged attack, is a simple case of measuringfrom the closest point to closest point. See Image 2

Measuring Ranged Attacks

Measuring ranged attacks is done on a per-model basis from the shooting unit.Individually measure each model’s range in the iring unit to the closest possible point on the target unit. If the measurement is no greater than the iring unit can ire, that model can take part in the ranged attack. See Image 3

Pre-Measuring

Players may not pre-measure. This includes knowing how long your hand or forearm isand leaning on the table to igure out if you are in charge range. Yes, you know who you

are. Play fair or don’t play!

Page 5: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 5/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 5

This means that the player must announce any intention to ire, charge, move, etc. priorto making any measurements.

 Area of Effect 

If an attack, or other in game affect, is employing an AoE, measure from the edge of theaffected model’s base up to the AoE value in all directions.

If the AoE touches any model’s base, the model is considered affected by the AoE. Theaffected model is included in this AoE. See Image 4

Miniatures

Have you seen the Relics range of models? Beautiful they are, and so different to all theother models out on the market. If you have not got any yet, why not??

Each player should have a number of miniatures which make up their force. The totalpoints value of each force is decided between the players prior to the game or stipulatedin the scenario to be played.

Each army list provides a number of different units for the players to choose. What theplayers choose is entirely up to them, as long as they follow the simple forceconstruction rules (see “Force Creation” for details) and as long as the total value doesnot exceed the agreed game size.

Units can be either an Independent unit, or a Squad unit, as indicated in the unit’s

proile.

Independents

Independent units are purchased as a single model and act independently on the table.They are never considered part of a squad, even when in ‘coherency’ with one.

Squads

Squads consist of a number of models, dependant on the proile and the min/max modelnumber value of that proile. Squads act as a group and must stay within a certain range

of each other (see “Squad Coherency”). Generally, squads will be made up of a singleproile, but there are instances of special squads that are made up by multiple proiles.These units are called mixed squads.

Mixed Squads

Some proiles can be ielded in mixed squads. These units will comprise of two or moredifferent proiles.

For example, the Empire Britanan faction has a unit choice of ‘Hunting Pack’. TheHunting Pack unit consists of two different proiles, the Handler proile and the

Hunting Dog proile.

Page 6: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 6/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 6

Squad Coherency

Models that are part of the same squad must stay within coherency of at least one othermodel from the squad. The maximum range that models may be apart is 2″.

If, for whatever reason, a squad is split into two or more groups then the squad isconsidered to be out of squad coherency and must abide the following rules:

● The largest part of the squad may continue to be used as per the normal rules. If none of the unit’s parts are greater than the rest, the owning player chooseswhich part to use as if it were the largest part.

● When the squad activates, the smaller part/s must move their full current Moveto try to re-establish squad coherency again.

●  If they are unable to re-establish squad coherency in a single activation, theymust continue to move their full distance for subsequent activations until theyare back into squad coherency.

● For the entire activation, the parts not considered the largest may not performany action other than to move. If one of these unit parts moves back into squadcoherency, it may still not perform any other action until the unit’s next activation.

Unit Proiles

You have the models (if not, why not??) but what use are they without stats to enableyou to use them on the battleield?

Stats

Each proile is made up of a collection of values called stats. These stats represent themodel’s ability at doing certain actions within the game.

● Move (Mv): The distance in inches, a model may move during its activation.

● Melee - Dice (MlD): This is the number of dice (attack dice) the player rolls in

melee combat.

● Melee - Attacks (MlA) This is the number of attacks each model in the unit canmake in melee

● Ranged (Rg): This value is split into two, separated by a ‘/’. The irst value is the‘attack value’, and is the base number of dice the model rolls when making aranged attack. The second number is the maximum range in inches for theranged attack. For example, 3/15 means three dice are rolled and the ranged attack can be made up to 15 inches.

● Defence (Df): The value is the least a player needs to roll on a D6 to stop a hit becoming damage.

Page 7: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 7/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 7

●  Damage (Dg): This is the total number of damage points this model can takebefore it is removed from the table.

● Morale (Mr): This value indicates the unit’s willingness to ight when the goinggets bad. The higher this value is the better!

If a stat has ‘-’ in it, this means that stat cannot ever be used by that unit in a game andany modiiers applied to the unit that affect that stat will have no effect.

 Attributes

In addition to the stats, each proile may have a number of attributes, these will detailany special rules that apply to the proile.

Each attribute falls into one of two classes, Innate and Conscious. Each attribute itself will denote which of the two classes it falls into by the indicator letter in brackets after

its name.

Innate (I)

We consider Innate attributes to be ‘On’ all the time and as such require no thought onthe players side as to when and how to use them as the situation (and rule wording)dictates this. Examples of Innate attributes are Hardened, Sure footed and Unreliable. 

Conscious (C)

We consider Conscious attributes to be ‘Off’ all the time. They require forethought as to

when to use them. As such, the player must speciically invoke the use of the rule at thepoint they wish to use it.

dvantages

Advantages are abilities which are also Advantages, see Advantages for further details.All Advantages are affected by rules that affect Conscious abilities.

ttribute Living

All models are considered as having the attribute Living unless speciically stated on

their proile.Living just means the model is ‘alive’ and is therefore used as an indicator for othergame affects which will explain their use in their text.

Line of Sight 

Models have a line of sight (LoS) of 180 degrees to their front, and LoS is always workedout on a model-by-model basis.

We recommend you mark the base in some way to show the models LoS.

We use the model’s base to gauge LoS. Imagine the base rises up as a ‘cylinder’ to a

Page 8: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 8/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 8

 

height equal to the model’s base (so a model on a 30mm base has a cylinder 30mmhigh). A model must be able to see at least part of the target ‘cylinder’ to consider havingLoS. We only consider this ‘cylinder’ as ‘the target model’ when trying to spot them, not the model (not even its left arm that is out stretched in a “CHARGE!!!!!” pose. So, feel freeto model your miniatures as you wish as you will not be penalised or gain a beneit from

it).

If less than 50% of the target ‘cylinder’ can be seen (but you can see some), then thetarget model is considered to be Obscured. 

Obscured

There are a number of ways to become Obscured, such as through attributes, spells orterrain etc.; these situations are dealt with in their respective sections.

When a unit is obscured the owning playing applies a +1 to the result of defence rolls

they are required to take.

For Example, a unit receives two hits. The player rolls two d6 and is looking for 5 or 

more (as the unit’s Defence stat is 5+). She rolls a 3 and a 4. Normally, both of these

would be failures but she needs to apply a +1 to them both due to the unit beingobscured.

 As such, the results become 4 and 5 respectively. The unit has successfully stopped 

one hit from becoming damage thanks to being obscured! 

Rules That Ignore Defence and/or Obscured

Some rules may mean that attacks on a unit will ignore the unit’s Defence. Others maymean the attacks ignore Obsured. It’s possible that some attacks may ignore both!

● In the case of attacks that ignore Defence on a unit that is Obscured, the unit willstill get to make defence rolls but they will require 6’s to stop hits becomingdamage.

● In the case of attacks that ignore Obsured on a unit that is Obscured, the unit willstill get to make defence rolls using their normal Defence stat and any modiiersEXCEPT the Obscured modiier.

● In the case of attacks that ignore Defence AND Obscured on a unit that isObscured, the unit will not get to make any defence rolls at all.

Line of Sight through Own Unit 

LoS is handled differently when it is drawn through units. The way it is handled isdependent 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 ire through its own members without any issues. See

Image 5.

Page 9: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 9/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 9

Line of Sight through Friendly Unit 

Models in a unit can draw LoS through another friendly unit but the models of the otherunit block LoS as they stand. Therefore, you need to be able to draw LoS though the gapsbetween the models of the friendly unit. Shooting through a friendly unit is dangerous

and only done in dire situations. When shooting through a friendly unit, the target unit counts as Obscured and any results of double 1s or 2s count as hits against the friendlyunit. See Image 6.

Line of Sight through Enemy Unit 

Models can not draw LoS through enemy units, even through the gaps. It just can’t bedone, so there.

This includes to models with a larger target ‘cylinder’, the intervening unit blocks LoScompletely

See Image 7.

Page 10: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 10/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 10

The Turn

Each game turn in Relics is split into a number of steps and always the same order.

● Initiative

● Activating Units

● Aimed Shots

● Tidy Up

Who Sets Up First

Unless speciied by a speciic scenario rule, the player with the most units places a unit on the table irst. Then their opponent places a unit. This continues until all units that are to be placed on the table have been deployed.

If all players have the same number of units, roll a d6, with the player scoring thehighest places the irst unit. Any draws should be re-rolled.

Initiative

At the start of each turn, both players roll a d6. If one player has fewer units on the tablethan the other player, they add one to their result. The player with the highest result 

chooses to activate irst or second. Any draws should be re-rolled.

Players then take turns to activate a unit and carry out all the actions they wish withthat unit.

 Activating Units

During a game turn, players take turns to activate their units. Once a unit becomesactive, the player must carry out all their actions with that unit that they wish to do.Once a player has completed the actions with their active unit, it becomes inactive andthe other player activates a unit and carries out the actions they wish to with that unit.

This continues until all units in the table have been activated.

A unit’s activation is split into three phases:

● Pre-Actions● Actions

● Post-Actions

Pre/Post-Actions Phase

The ‘pre’ and ‘post-actions’ sections are to be used for affects that require checkingbefore or after a unit activates. These can be such things as Lingering Effects.

Page 11: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 11/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 11

 Actions Phase

During the units actions Actions Phase, the player may do one of the following with it:

● Move the unit up to its full Move value. No model may move further than its

current movement however.

●  Attempt to charge or move into combat with an enemy unit and if contact ismade, make a melee attack 

● If part of a unit that is within melee of range an enemy unit the active unit must get Stuck In and attack or Disengage.

● If all the unit is in melee, the unit must attack or disengage.

●  If the unit is armed with ranged weapons, the unit may make a ranged attack.

The unit may move up to half its Move value prior to making a ranged attack.

●  If the unit is armed with ranged weapons, the unit may go onto ‘Aimed Shot’status instead of making a ranged attack. The unit can not move.

● If the unit has the Caster attribute, it may cast spells before and/or aftermovement and/or shooting and even when in melee or combat. See the ‘Magic’section for further details.

During any of the above, the player may make use of ‘any and all’ rules on that unit’sproile by following their wording. Some may specify that they must be used in a speciic

situation, in which case the rule is not optional and the player must abide by them.

 Aimed Shots

During this step, all units who are placed on Aimed Shots will make their ranged attacks.See Aimed Shots.

Tidy Up

During the Tidy Up step, you have a opportunity to have a quick tidy up of the table,

remove any unused

Page 12: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 12/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 12

Command

Any proile with Command attribute is considered a Commander. These are a specialtype of model and are typically, but not always, Independent units. The owning player

may measure the Commander’s Command range (the numerical value in the Commandattribute) at any time. This is a break from the ‘no pre-measuring’ rule.

Units and Command

When a unit becomes active, the player measures the distance from the unit and allfriendly Commander models.

If a single model in the unit is within any friendly Commanders’ Command range, theunit is In Command for that activation and ignores the Out of Command rules. If the unit is not In Command, it must observe the Out of Command rules.

Out of Command

Players do not have a lot of control over units that are not In Command. When a unit isOut of Command, the player may only do one of the following three main options withthat unit:

● Move: The unit may move up to their full allowed distance.

● Ranged attack: The unit may make a ranged attack with the followingrestrictions

○ The unit may not move.

○ The unit may not make a Gang Up attack.

○ The unit may not make use of Aimed Shots

○ The unit must target the closest enemy unit in LoS. If that unit has at least 50% of its models Obscured, not visible at all or in combat; the player canignore it for target priority and target the next closest enemy unit in LoS.See Image 8.

●  Combat: Units with one or more models in combat must continue to ight incombat. They MUST  follow the ‘Stuck In’ rule when they activate.

● If moving into combat, the unit must target the closest enemy unit in LoS. If that unit has at least 50% of its models Obscured, not visible at all or currently hasmodels in combat; the player can ignore it for target priority and target the next closest enemy unit in LoS. To determine the closest unit simply measure theclosest model to closest model.

● The unit may not make use of (C) Attributes or Advantages.

● The unit must apply a -4 modiier to any Morale checks it is forced to make in

Page 13: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 13/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 13

 

addition to any of other modiiers.

Commanders and Command

Models with the Command attribute are always considered to be In Command.

Commanders and Shaken

When a Commander is Shaken, consider its Command value as half the stated value onits proile prior to adding modiiers to its range. This continues until the Shaken counteris removed.

Page 14: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 14/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 14

Movement 

Models can move in any direction the player wishes. They must move aroundimpassable intervening terrain and other models and must not exceed their Move value

during their activation.

Redeploy

When a unit activates, the player may have that unit redeploy instead of making anormal move.

A redeploying unit’s movement stat, as printed on their proile, is doubled for that activation and its activation ends once its movement is completed. It may not makeranged attacks, cast spells or end its movement within the combat range of an enemyunit.

In addition, a unatit th redeploys must apply a -1 modiier to all defence rolls it must make until the start of it’s next activation

Units that have their movement value reduced for any reason may not redeploy. 

To Charge or not to Charge

To charge into melee, the majority (50% or greater) of the unit must have LoS to theintended target unit. A model that is part of a unit that intends to charge a squad, onlyneeds to draw LoS to one model in the squad to have LoS to that unit.

Even though the entire unit charges if 50% or more of the unit has LoS to the target unit, only models with LoS to the target unit before the charge is made gain the chargebonus in the subsequent melee. See Image 9.

Measuring the range for units is performed on a model by model basis. Therefore, if half the unit is in range, only half make contact. 

Minimum Charge Range

Models wishing to make a charge must move at least 2”. If, after making the move it turns out the model has moved less than 2”, the model does not count as charging and

does not beneit from the charge bonus.

This means that during a charge, it is entirely possible for part of a unit to qualify for thecharge modiier and part of the same squad fail to qualify for the charge bonus.

Making The Charge

Once the charge has been announced, the controlling player rolls a d3 and adds thisvalue to the unit’s current Move value for the charge range.

Models in a unit making a charge move must travel in a single, straight line directly

towards the unit they are charging.

Page 15: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 15/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 15

If it turns out the unit does not have enough movement to make contact, even after theaddition of the d3 result, the unit must be moved directly towards the intended target unit their maximum Move value, ignoring the result of the d3.

For example, a player declares a charge and rolls the d3. They roll a ‘6’, which gives

them an extra 3” of movement which added to the unit’s Move of 5” gives a chargerange of 8”. After measuring, the closest models they ind out the models are 9” apart.

The charging unit is therefore moved directly toward the intended target unit theirnormal Move of 5”

If it is determined that at least one member of a charging unit has enough movement tomake contact, all members of the unit must be moved the full modiied movement directly towards the target unit in a single, straight line.

Charge Bonus

Models that have charged during their activation and are in BtB contact with an enemymodel increase their Combat stat for the rest of that activation by 1.

For example, a Britanan Trooper that charges is considered to have a Combat stat of ‘3’ for that activation.

Charging Obscured Models

If a unit charges a unit that is classed as Obscured at either the start of the charge, the

end of the charge or both, the models contacted by the charge are considered Obscuredwhen resolving the charge combat rolls.

Charging with Modiied Movement 

If a model has had its Move value reduced, whether by terrain or some other gamer rule,the model cannot beneit from the charge bonus and does not count as charging.

This is worked out on a model by model basis for a squad. This means it is possible forpart of a squad to charge, whilst another part of the squad to not be able to charge. Thisis normal and ine, the player just needs to make sure all models move as far as they can

and you keep unit coherency.

Having its Move increased however does not stop the unit from charging. That just wouldn’t make sense.

Making the Most of the Charge

When charging, models don’t just stop when they meet the irst model in the target unit.The units will ‘get stuck into each other’ and the melee turns into a swirling mass of bodies.

When moving models during a charge, starting with the model closest to the target unit,move it so that it travels as far as it can into the target unit, but does not come into BtB

Page 16: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 16/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 16

 

contact with another enemy unit prior to the furthest enemy model it can reach. If models in the target unit need to be shufled slightly to allow space for a charging unitsmodels, then this is allowed. However, when moving models, the owning player of thecharged models move them and once a model is in BtB contact with a charger, the modelcan not be moved to make room.

Continue to do this until all models in the charging unit have been moved.

Page 17: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 17/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 17

Terrain

Prior to setting up the table, all players must agree on the status of each terrain type.The options are as follows:

● Open: This has no effect on movement or LoS.

● Dificult terrain: This terrain affects movement but does not block LoS. Examplesinclude broken ground, mud or heavy snow. See the ‘Dificult Terrain’ sectionbelow for movement rules.

● Obscuring terrain: This has no effect on movement but gives Obscured status toany model within or on the other side of the terrain area. A grove or light hedgeswould be examples of obscuring terrain.

● Dificult obscuring terrain: Counts as dificult terrain for movement and reducesLoS through it to 3” with models within that 3” LoS range are consideredObscured. Therefore, models looking into the terrain from outside will only beable to see 3” into it. Whilst models within the terrain have a total LoS range of 3”into the terrain. If a model is in the terrain piece and closer than 3” of the edge,they can see models outside the terrain as per the normal LoS rules. A forest withheavy undergrowth would be an example of dificult obscuring terrain

● Impassable terrain: This blocks movement but not LoS. A chasm would beimpassable terrain

● Blocking terrain: This is impassable for movement and blocks LoS.

You assign each piece of terrain one of the above terrain descriptions and it remains likethat for the whole game.

If both players agree, you can also create new, fun terrain descriptions for weird andwonderful terrain. What about a terrain piece that attacks a unit that occupies it? That would be fun. Feel free to post these ideas on to our forum so others can enjoy usingthem.

Linear Terrain

Walls, hedges that sort of stuff. They are perfect for hiding behind... Umm, I mean takingup a defensive position behind...

Any piece of terrain that is no deeper than 1” is classed as linear terrain. So stuff likehedges, walls etc.

Linear Terrain and Movement

When a linear piece of terrain that is 2” tall or less is being crossed by models on a30mm base, they move at half their normal speed for that activation.

Any models on a base larger than 30mm can simple ignore the linear terrain piece for

Page 18: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 18/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 18

 

movement.

No models are able to cross linear terrain that is taller than 2”.

Linear Terrain and Protection

Linear terrain can also affect LoS.

Depending on the size of the ‘spotting’ models , the linear terrain can provide Obscured status to modelson the other side

If LoS can be drawn through linear terrain to a target model on the opposite side of the terrain and thespotting model is on a 30mm base, the target model is considered Obscured if they are not further fromthe terrain feature than two times the height of the terrain feature.

If the activate model is on a 40mm or larger base, the target model is considered Obscured if they arenot further from the terrain feature than a distance equal to the height of the terrain feature.

See Image 10 on the next page.

Dificult Terrain

If a unit is on terrain that is classed as dificult terrain, the unit’s movement is treated as below:

● If their Move is 5” or less, they move 1d3+1”

● If their Move is over 5” but less than 8”, they move 1d3+2”

● If their Move is 8” or over, they move 1d3+4”

Movement Off and On Dificult Terrain

A unit that is moving onto dificult terrain after moving some distance on open terrainmove to the terrain edge, roll a d3 and move this amount in inches into the terrain.Models in the unit may not move more than its base Move stat.

For example, A squad of Troopers are 2” away from a piece of terrain that modiies

movement. They move 2” up to the terrain and then the player rolls a d3 and gets a

result of 3, which equates to 2”. The squad therefore moves 2” into the terrain.

For Example, A squad of Unmann are 4” away from a piece of terrain that modiies

movement. They move 4” up to the terrain then the player rolls a d3 and gets a

result of 6, which equates to 3”. As the squad has already moved 4” and their baseMove stat is 5”, they can only move an additional 1” into the terrain. The other 2” 

 from the d3 roll is ignored.

A unit moving from dificult terrain into the open will only move the distance theyrolled for their dificult terrain movement check.

Hills and LoS

I’ve always viewed hills as a nasty side of gaming when you get above 15mm.

At the very least they look terrible on the table and create elevations that would reallynot be on the table due to the scale. I did consider them but I just couldn’t ind amechanic I liked that itted into Relics how I wanted it too.

Page 19: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 19/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 19

The fact you can’t shoot over Troopers to hit an Eotan represents the natural chaos of battle and undulating ground that the battle is taking place on (no ground is as perfectlylat as a gaming table) but to really take hills into account would require a massivechunk of the table to be elevated which then means you are just playing on a side of ahill so you may just level it out horizontally and bazinga, you have a lat table again.

If you really want to use hills, then I suggest using the rules as is and just allow modelson the ‘hill’ to shoot over other units if you can draw an uninterrupted line from theshooter to the target’s cylinder.

Page 20: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 20/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 20

Melee

Models within 2” of one or more enemy models are in melee range with the unit thosemodel belong to.

A unit’s attack rolls must be directed against units the active unit is in melee range withand damage is applied to the whole unit.

See Image 11.

Who Attacks

Once units are locked in melee, only models in melee range may make attack rolls. Theorder in which these attacks are made is the decision of the attacking (active) player.

 Attack Process

When attacking, the player rolls a number of dice equal to the unit’s Melee stat, plusany modiiers that may apply to their attack.

Doubles and triples are hits.

See ‘Attacking’ for More details.

Combat whilst Obscured

There are a couple of situations when a model beneits from Obscured status whenbeing attacked in melee

The irst is if the attack is being made across linear terrain.

When models are in contact with a piece of linear terrain and enemy models are incontact with the same piece of linear terrain but on the opposite side and are withincombat range, consider the models as being in Melee Range. Remember, combat andmelee ranges require LoS between the models

As such, when rolling their attack dice, the target model is considered Obscured.

The second situation is if the target model is obscured during the activation in whichthe attacking model moved (other than to get Stuck In) into melee range; the target model is considered Obscured.

Note: Obscured status for units during melee is only applicable during that initialcontact activation. Neither unit beneits from Obscured status on subsequent activations of either unit whilst they are still in melee.

Combat with Multiple Units

When an attacking model is in melee range with more than one enemy unit, the owningplayer must declare which of the enemy units the model is attacking and how many of 

Page 21: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 21/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 21

 

its combat dice are being used in each attack. See Image 12.

Limitations on Actions whilst in Combat 

When a unit is active, any model in BtB contact with one or more enemy models must 

make an attack against one of the enemy units in base contact and may not perform anyother action, unless disengaging. If the active unit is a squad, any models that are not inBtB contact with an enemy model must get Stuck In

Stuck In

When a squad with one or more models in combat range of one or more enemy unit activates, any models from the active squad that are not in BtB contact with a modelfrom any of the enemy units the active unit is in combat with must move to makecontact with a model from one of the enemy units. These models cannot claim thecharge bonus.

This move is free and ignores movement penalties caused by dificult terrain and beingShaken.

The one exception to the requirement for the unit to get Stuck In is if the player declaresthe unit will be disengaging at the time the unit activates.

Disengaging

When a unit in melee or combat range with a single enemy unit activates, the playermay wish to disengage. If they do, they must announce this before doing anything else.

Once the announcement has been made, the player then checks to see which of thefollowing they need to do:

● If the disengaging unit is on larger bases than the opponent unit, the disengagingunit automatically disengages.

● If the disengaging unit is on the same size base as the opponent unit then…

○ If the disengaging unit has a higher total damage value than the opponent unit, the disengaging unit automatically disengages.

○ If the opponent unit has a higher total damage value than the disengagingunit, the disengaging unit must test to disengage (see ‘Disengagement Test).

● If the disengaging unit is on smaller bases than the opponent unit, thedisengaging unit must test to disengage (see ‘Disengagement Test).

Disengagement Test 

Both players roll 2D6 and add the total remaining damage value of their unit that is in

the melee.● If the scores are even or the active player’s total is highest, the unit disengages.

Page 22: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 22/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 22

● If the active players score is less than their opponent’s score, the disengagement fails and the unit’s activation ends.

Disengaging Result 

Units that disengage act differently depending on whether they had to test or not. If notest was required, the unit may continue with its activation. Units that disengage after asuccessful disengagement test may move up to their normal Move value. They may not make contact with any enemy unit and may not make a ranged attack or cast/maintainany spells this activation. Their activation ends after they have moved.

Disengaging from Multiple Units

Units in combat with more than one enemy unit may not disengage.

Page 23: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 23/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 23

Ranged Combat 

When a ranged unit is not in melee, it has a choice to make a ‘Snapshot’ or make an‘Aimed Shot’. This decision must be made during the unit’s ‘pre-action’ phase of its

activation, once it has made any rolls it must make.

A unit may not make a ranged attack if they are in combat range with an enemy model.

Snapshot 

If the player decided to make a snapshot, the unit makes a ranged attack during itsactivation.

When making a snapshot against an enemy unit within range and LoS, a model will rolla number of d6 equal to their snapshot attack dice value.

 Aimed Shots

If the player decided to use an aimed shot, the unit must not move at all, including tochange facing, and it may not make a snapshot attack. It may continue to use anyattributes and/or advantages during its activation that do not require it to move orshoot.

At the end of the turn, once all units have completed their activation but before the endof turn tidy up is done, those units on aimed shot now shoot.

When making aimed shots, the player will use the unit’s aimed shot stat. Some unitsmay have a choice of aimed Shot stats, when this is the case the player must choosewhich aimed shot stat they wish to use before making any measurements.

Aimed shots are simultaneous, no matter how many units are making them so it doesn’t matter in what order you do them. Just keep track of any damaged caused to a unit dueto Aimed Shots and remove any models necessary once the Aimed Shot round is over.

 Attack Process

When shooting, the player rolls a number of dice equal to the unit’s snapshot or aimed

dice stat, depending on the type of shot the unit is making, plus any modiiers that mayapply to their attack.

Doubles and triples are hits.

See ‘Attacking’ for More details.

What is a Viable Target 

Any enemy unit that does not have the majority of its members in melee range with afriendly unit is a viable target for a ranged attack.

If the unit has more of its models in combat range than not in combat range, the unit is

Page 24: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 24/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 24

 

considered Obscured when targeted by ranged attacks.

Only enemy models not in combat range with a friendly model can be removed ascasualties from the ranged attack. Any remaining damage left over after these modelsare removed is treated as overkill. See the ‘Overkill’ section for more details See image

13.

Targeting Units in Different Levels of Cover

When targeting an enemy squad that has models in different levels of cover, theattacking player must declare what part of the unit they will be attacking with eachshooting model. Work out the attack dice as normal using the cover modiier currentlyaffecting that part of the unit. Hits can only be assigned to models in the part of thesquad declared as the target.

See Image 14.

Targeting Mixed Squads

There’s different troops in that unit Sir, who do we target??

When targeting mixed squads with a ranged attack, the Defence value used and anydamage from the ranged attack is applied to the one of the proiles only. This is workedout by the number of each proile in the unit:

If one proile outnumbers the other proiles by at least 2 to 1, this proile has to be thetarget of the attack.

If none of the proiles outnumbers the other proiles by at least 2 to 1, the defendingplayer must choose the proile to be attacked.

Any remaining damage left over after the models of the attacked proile are removed istreated as Overkill.

Scatter

Sometimes, stuff just doesn’t land where it should do. When this happens, we need tosee where it lands!

When a rule calls for you to scatter a shot roll a d6 and check the result as follows:

1-2 The point moves perpendicular towards the opponent’s table edge d6 inches.

3-4 The point does not move.

5-6 The point moves directly perpendicular towards your table edge d6 inches.

Now roll the die again and check the result as follows:

1-2 The point moves perpendicular towards the table edge on your left d6 inches.

3-4 The point does not move.

Page 25: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 25/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 25

5-6 The point moves perpendicular towards the table edge on your right d6 inches.

The inal point is the location the shot lands. All measurements for the attack are madefrom this new location.

Page 26: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 26/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 26

 Attacking

Now is the time to get the beating on!

To work out the dice to be rolled in an attack, simply take a number of dice equal to therelevant attack value for the attacking model (Combat for melee, Ranged for, umm,ranged), then apply any modiiers (e.g. Gang ups, charge bonus, proile attribute etc etc).

The resulting value is the number of d6 to be rolled in this attack.

Rolling the Attack Dice

Ok, you have worked out the attack dice you need but you have not actually rolled themyet? What are you waiting for?

Once the number of dice has been determined for the attack, roll them and look for thefollowing:

● Doubles: For each double rolled you have scored one hit.

● Triples: For each triple you roll, you have scored two hits!

Hits are then converted to damage. But before that happens, you will need to check tosee if the defending unit’s defence can stop the attack. There may also be rules that areon either units proile that may affect hits. Such rules may stop the hit before it causesdamage, or maybe they enhance the hit, who knows!?!?

See Damage for more details.

Maximum Number of Dice in an Attack

No attack roll can contain more than 6 dice, but you can get the number of dice in anattack roll above 6. Fear not, you don’t lose these extra dice! For each die above 6 in yourattack the target unit receives one automatic hit.

When working out the number of dice you will be rolling in

 Attack Types

To handle the way units work in melee and shooting, we have two ways for units tomake attacks. Both of these options are available to all units in the game.

The player must declare which attack type each model is using, and which models aretaking part in Gang Up attacks, if used, and all target models prior to rolling any dice.

Normal Attacks

The active player makes attacks with each model one at a time. Rolling the individualmodels dice and working out what hits are caused before moving on to the attack of the

next model in the unit.

Page 27: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 27/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 27

For melee attacks, the player does this once per model per attack stat value.

For Example, a unit has an Attack stat of 2, so the player would roll the a number of dice equal to the unit’s Combat stat twice for each model in the unit and treat 

each roll as independent.

DO NOT combine the dice from multiple models when making this type of attack. Tospeed things up, you can roll the dice of multiple models together, but ensure you usedifferent coloured dice for each model and do not mix the colours when working out thehits. The same goes for the number of attacks!

Gang Up Attack 

For ranged attacks or for melee attacks from units that have an Attack stat value of 1 theplayer may split a unit up to make Gang Up attacks.

The active player nominates one model as their main attacking model and up to twoadditional models from the active unit that are eligible to take part in the attack.

The player works out how many d6 they get as normal for the irst model. They thenadd an additional die to the total for each additional model taking part in the Gang Upattack.

This way, the player can increase the number of dice rolled in a single attack and thusincrease their chances of getting that much needed doubles.

Only the attributes and abilities of the main attacking model will apply; the other

models in the Gang Up attack only add the 1d6 attack die each.

A model cannot take part in more than one ‘Gang Up’ attack per activation and there cannever be more than three models involved in a single ‘Gang Up’ attack.

For example, a unit of 6 models wishes to make some Gang Up attacks. The player 

may make these attacks as follows

○ Two attacks of three models each ganging up

○ Three attacks of two models each ganging up

○ Two attacks of two models each ganging up, and two attacks by individual 

models not ganging up

Gang Up Attacks for Multiple Attack Units

Independents with multiple attacks can

● Attack once with each attack 

● Combine one or more attacks into a ‘Gang Up’ attack 

Squads with a single attack per model may make gang up attacks as explained in thesection above.

Page 28: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 28/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 28

Units with multiple attacks on their proile can also combine their attacks across modelsas long as they do not exceed 2 models taking part in the Gang Up attack.

For example, a squad with 2 attacks per model can:

○ Make two attacks per model 

○ Each model can ‘gang up’ both its attacks into a single attack 

○ Combine attacks of the models. For example, a unit with 2 attacks per model 

and a combat of 3 could:

○ Make two attacks per model of 3 dice

○ Make one attack per model of 4 dice

○ Max of two models can combine their attacks. This would allow the

 player to make an attack roll of 6 dice - 3 for the irst model +1 for 

 irst model’s second attack, +1 per attack of the second model 

Page 29: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 29/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 29

Damage

Once a unit has received one or more hits from an attack of any type, the owning playermust see if the unit is capable of shrugging off the hits or if they will become damage.

Defence Roll Process

When a unit receives one more hits, roll a number of d6s equal to the number of hitsreceived.

For each die rolled that equals or exceeds the unit’s Defence stat, discard one hit.

Any remaining hits become damage and are applied to the unit.

Modifying the Defence Roll

During the game, the defence roll can be modiied both up and down by two basicmeans. The irst is via special rules and situations such as attributes and advantages.The second is by the unit being Obscured.

Modiications to the defence roll stack but must come from unique sources/rules. Soyou can not have two modiiers stack if the rule they come from has the same name.

Removing Casualties

Once a unit has received enough damage points to equal the Damage value stated in its

proile, the unit has taken enough damage to have a model removed as a casualty.Remove the member of the unit that is closest to the originator of the attack that resulted in the casualty.

 Area of Effect and Casualties

Casualties caused by an attack using an AoE are removed from the models covered bythe AoE only. If enough wounds are caused than can be removed from under the AoE,the additional wounds are converted to overkill. See the ‘Overkill’ section for furtherdetails.

The owning player decides which models under the AoE to remove.

Page 30: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 30/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 30

Lingering Effects

Some rules have lingering effects that continue to affect the target unit for the completeturn and longer. Lingering effects are applied to a target unit if that unit is the subject of 

a rule that applies the lingering effect and only if the all the requirements are met toplace the lingering effect counter.

When a lingering effect is applied to a unit, place a counter on the unit to represent theeffect. A unit can have multiple lingering effects on it at one time, even of the same typeexcept each lingering effect counter must come from a unique rule.

For example, a unit hit by “Iced Ground” from two different sources will only receive

one Knock Down counter as the counters come from rules with the same name.

Lingering Effects

When a unit is active and under the effect of one or more lingering effect, the unit must abide by the following rules for that activation for each of the lingering effects on them.

Fire

During the unit’s pre-actions phase make an attack against the unit of 2d6+1d6per Fire lingering effect counter on the unit, ignoring defence and obscured. If the unit has the Doll attribute, the base value of the attack is 3d6. For eachdamage point received immediately remove a Fire counter.

Freeze

Units attacking this unit receive a +1 attack dice to their melee and Rangedattacks.

Horror

The unit must apply a -1 modiier to its Morale stat for each Horror counter.

Knock Down

The unit must apply a -1 modiier to its Defence rolls for each Knock Downcounter.

Pain

The unit may not move or make gang up attacks. Pain only affects Living models.

Removing Lingering Effects

During a unit’s post-actions phase, roll a d6 for each of the lingering effect countercurrently affecting the unit.

On a result of 3 or more, remove the counter. On a result of a 2, the counter remains on

Page 31: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 31/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 31

 

the unit and continues to apply its effects to the unit.

Generally, this should be done on a counter-by-counter basis. However, to speed thingsup, roll for the same type counters all together.

For example, a unit has 1 Pain and 2 Fire counters on it (ouch). The player can roll two dice for the Fire counters, then after seeing if they can be removed, the player 

would roll for the Pain counter. Alternatively, they could roll 2 red dice and 1 bluedie for example.

Immunity to Lingering Effects

Some units are immune to some lingering effects. When this is the case, the units proilewill state which lingering effect they are immune too.

In these cases, do not place the counter on the unit.

Page 32: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 32/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 32

Morale

Morale only really kicks in for units if they are not in commander range of a commander.If they are, then there is more chance they will do what they are told and stand steady

under the punishment dished out by the enemy.

When a unit is in command range of one or more friendly commanders, the unit onlychecks morale in the following instances:

1) Loss of commander - if the unit is in the command range of a commander whenthat commander is removed from play.

2) If a attribute or advantage used against the unit requires a morale check.

When not in command range of one or more commanders, check morale in the

following situations:

1) If a attribute or advantage used against the unit requires a morale check.

2) Each time the unit receives one or more damage points. It may be forced to check several times during a turn as each time an enemy unit causes one or more pointsof damage during it’s activation the checking unit must check morale. This isdone once per ‘activation’ so complete a unit's activation then make moralechecks caused during that unit's activation.

Checking Morale

When required to check morale, the player rolls 2d6, adds the unit’s morale stat andthen any additional modiiers from below.

Commander removed from game - 4Checking unit in Command +4Currently has a Shake counter - 4Per Horror lingering effect counter - 1In melee - 2Caused by a AoE - 2

Failing Morale Due to Loss of Commander

If the failed test was due to a friendly commander being removed the unit stays where it is, place a Shaken counter on the unit.

Failing Morale Due to Melee Attacks

If the failed test was due to damage from a melee attack the unit stays where it is, placea Shaken counter on the unit.

Failing Morale Due to Ranged Attacks

If the failed test was due to damage from a ranged attack the unit must immediately fallback directly away from the unit that made the ranged attack. The unit moves a distance

Page 33: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 33/46

Page 34: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 34/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 34

Whilst Shaken, if the unit activates whilst in Obscured status, immediately remove theShaken counter. The unit may complete its activation as is it was not Shaken.

Shaken Commanders

Shaken Commanders consider their Command value to be zero. This remains until theShaken counter is removed.

Failing Morale Checks when Shaken

If a unit is given a Shaken counter whilst it already has one, the unit has had enough andbreaks. Remove the unit from the table immediately and treat them as destroyed.

Page 35: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 35/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 35

Magic

The Maaj saturates the world, maybe a little more than it used to thanks to the Vaettir. Abit unpredictable, you can’t rely on those Maaj casters to always pull off what you want 

when you want.

Generally, magic on Relicia follows these rules, but for some it doesn’t. The rules beloware the general rules for magic and unless speciied on a magic user unit’s proile, theunit will use the rules below. An example of a proile not using the rules below tomanipulate the Maaj is the Orcnar Shaman. When this is the case, the full rules will beincluded in the army lists for that proile.

Who can Cast Spells?

Units with the Caster attribute are Maaj casters and are the only proile that can interact with the Maaj and bring its effects to the table.

They have two values following the Caster attribute on their proiles. The irst value isthe Knowledge value and the second is the Power value.

Knowledge

The unit’s Knowledge represents just how versatile the unit can be when it comes to theMaaj. Think of the Knowledge stat as spell ‘slots’ that you ill from the general spell list.

The spells purchased with the unit’s Knowledge value are in addition to the spells

already listed on the proile. The caster will always have the spells printed on theirproile.

If a Maaj casting unit’s Knowledge value is zero, the unit may not take additional spellsand may only use those on their proile.

The Knowledge value of a unit is for the whole unit and not per model in the unit. In thecase of squads with the Knowledge attribute, spells are bought for the entire unit andnot per model.

Power

The unit’s Power represents how good they are at manipulating the Maaj.

The power value shown on a proile is the power rating of each model in the unit. Theind out the power available to a unit to cast spells during its activation, simply addtogether the power value for each model in a unit.

This is done at the start of each turn for all casters on the table to ind out the casterunit’s power dice for that turn. As the unit takes casualties, the number of power diceavailable to the unit will drop.

Whilst we list the power value per model, the unit shares the power dice of all itsmembers, so no need to keep track of individual members, just group them together and

Page 36: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 36/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 36

 

track it for the unit.

The Structure of a Spell

The spells will be made up with a number of values:

● Drain: Some spells require a lot of concentration and effort to cast, so the spellcan take it out of the caster.

We do this by comparing the spells drain with the casters knowledge when that spell is being cast and possibly discarding some power dice before evenattempting to cast the spell! The amount of power you discard is equal to thedifference between the drain and the knowledge.

For example, a player wants to cast a spell with a Drain of 3 and their Knowledge is

1. Because the drain is greater, the player must discard from power from their pool.

The Drain is 2 more than the casters knowledge, so the player must discard 2 fromthe casters power pool.

Each consecutive casting of the same spell in a single activation requires the player todiscard an additional power point.

For example, if the wanted to cast the same spell as above a second time, the drainwould become 3. If, some how, they then wanted to cast it a third time, the drain

would be 4!!! 

This is the same with spells that wouldn’t normally have a drain on the caster, maybe

because the casters knowledge is higher than the drain or it’s a spell from the castersproile. On the second casting attempt in these situations, the caster must discard 1power point. On the third, it is 2 power points etc.

● Target: This tells you who can be the eligible targets of the spell. This may be‘Enemy Unit’, ‘Friendly Unit’, ‘Unit’, ‘Independent’ etc. So, if it just says ‘unit’ thenyou can target any unit, friendly or enemy. If it says ‘independent’, then it must bean Independent, friendly or enemy. If it mentions ‘enemy’ then the target must bean enemy unit. Etc

● Persistent: whether or not the spell remains in affect.

● Effect: The main text of the spell describes the effect it has when cast.

Choosing Spells

Before the start of the game, a player can choose a number of spells from the generalspells list for each of their Maaj casting units. The total number of spells chosen for eachunit must be equal to or less than the unit’s Knowledge value.

When choosing spells for your force, the cost of a general spell increases by 1 for everyinstance of the spell in your force. As such, the irst unit that take a particular generic

spell does so at the cost of one knowledge. The next unit that takes that same spell, paystwo points of Knowledge.

Page 37: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 37/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 37

For example, a spell would cost 1 Knowledge for the unit that takes it then 2

Knowledge for the second unit, 3 Knowledge for the third and so on.

These chosen spells are in addition to the spells listed on the unit’s proile. Spells listedon a units proile are exempt from this as they have no Knowledge value.

Casting that Spell

During the activation of a unit with the Caster attribute, the player may attempt to cast any of the spells they have chosen for that unit or any of the spells already on the unitsproile. The player may cast spells before and/or after movement but not duringmovement.

Each unit can have as many attempts to cast the same spell per activation as the playerwishes as long as they have enough power dice for the casting attempts. However, aspell can only be successfully cast on a target unit once per turn by a player, no matter

the number of casters they have with that spell.

To Cast a Spell

● Declare the spell you wish to cast 

● Declare target 

● Discard a number of power dice required for the drain

● Declare the number of power dice to be used during casting attempt

● Measure spell’s range to see if at least one model from the target unit is in range

● If out of range, discard a power die; return remaining power dice to models dicepool

● Roll power dice

○ If successful, apply spell effect 

○ If unsuccessful, discard the used power dice, spell has no effect.

Working out the Drain

When a spell is cast, the caster must be of suficient ability to cast it without adverseaffects. If they are not, they can ind additional Maaj drained from them faster than theywant.

When casting a spell, compare the spells Drain value with the casters Knowledge andapply the corresponding result as follows:

● Caster Knowledge is equal too or higher than the drain value: No Affect 

● Drain exceeds Knowledge by x: Discard x power point 

Page 38: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 38/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 38

Multiple Castings

In order to cast the same spell more than once, the drain increases by one for eachadditional casting attempt after the irst attempt. This additional drain is in addition toany drain the caster has to

For example, a spell with a Drain value of 0 will cost 1 point of Drain on the second 

casting attempt. For the third casting attempt, the Drain will be 2 etc.

For example, a spell with a Drain value of 1 will cost 2 point of Drain on the second 

casting attempt. For the third casting attempt, the Drain will be 3 etc.

Making the Spell Casting Roll

Once the spell has been declared, any required drain paid and the number of power dicebeing used have been declared the player rolls the declared dice. The spell is

successfully cast if one or more 5’s or 6’s are rolled from all the power dice rolled.

Most spells only require a single 5+ to be rolled, but some spells make use of the totalnumber of 5+ you roll. In these cases, the spell description itself explains how this takesaffect.

Persistent Spells

Once cast, a persistent spell remains in effect until the caster’s next activation, at whichpoint the player has the option to maintain the spell.

Immediately upon activating the caster, prior to other actions, the player must declarewhich in-play persistent spells cast by that caster they will be maintaining. They must then discard a number of power dice equal to one power die per spell. Each of themaintained spells remains in place and the spells effect continues.

Any spells not maintained are removed from play.

Whilst a casting unit can target a unit with multiple persistent spells in a singleactivation, the casting unit can only have a single persistent spell maintained on thetarget 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 castersactivation.

Casters Death and their Persistent Spells

If a caster is removed from the table whilst they have persistent spells in play, all thecaster’s persistent spells, and their affects are immediately removed from play.

Failure of Morale and Persistent spells

If a caster fails a morale check, that would result in a Shaken counter being placed onthe caster unit, whilst they have persistent spells in play, all the caster’s persistent 

Page 39: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 39/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 39

 

spells, and their affects are immediately removed from play.

If a unit with persistent spells maintained on it fails a morale check, all the persistent spells affecting it that are maintained by friendly casters are immediately removed fromplay.

Page 40: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 40/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 40

Spells Spell Name: Blinding Light Drain: 2

Target : Enemy unit within 8” Persistent : NoEffect : The target unit and any enemy unit within 3” of the target unit reducetheir Ranged stat by -1/0. This lasts until the Casters next activation.

Spell Name: ConidenceDrain: 0Target : Unit within 8”   Persistent : YesEffect : Target unit automatically passes any morale checks it must make.

 Spell Name: CrippleDrain: 2Target : Unit within 6” Persistent : NoEffect : Place a Pain lingering effect counter on the target unit.

 Spell Name: CleanseDrain: 1Target : Friendly Unit within 8” Persistent : NoEffect : For each casting success you roll casting this spell, remove a lingeringeffect or persistent spell on target unit.

 Spell Name: DistractionDrain: 3Target : Any unit within 14” and LoS Persistent : NoEffect : The target unit must make a morale check with an additional -2 modiier.If failed, the target unit is considered to have activated for this turn.

 Spell Name: Fireball

Drain: 3Target : Unit within LoS and 16” Persistent : NoEffect : 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 rollingthe casting roll. For each point of drain they apply, they may choose one of thefollow 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.

Page 41: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 41/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 41

 Spell Name: Guided ArmDrain: 2Target : Unit within 5” Persistent : NoEffect : Increase the target unit’s Combat by 1 until the end of the unit’s next 

activation.

 Spell Name: Guided Shot Drain: 2Target : Unit within 5” Persistent : NoEffect : Increase the target units Ranged stat by 1/0 until the end of their next activation.

 Spell Name: HealDrain: 2Target : Living unit within 6” Persistent : YesEffect : Remove a single point of damage from the target unit. If unit comprises of single point of Damage proiles, replace a casualty into the unit. “Heal” may not take a unit above its starting Damage value.

 Spell Name: HorrorDrain: 3Target : Unit within 6” Persistent : No

Effect : Place a number of Horror lingering effect counters on the target unit ascasting successes rolled.

 Spell Name: LightningKnowledge: 2Target : Unit within LoS and 12” Persistent : NoEffect : 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 thespell prior to rolling the casting roll. For each additional point of drain they apply,they may choose one of the follow effects:

● Spell ignore Defence.

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

Attack rolls made because of this spell count as AoE attacks for morale purposes.

Page 42: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 42/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 42

 Spell Name: Loud VoiceDrain: 2Target : Unit within 12” Persistent : YesEffect : Target unit gains Outrider attribute

 Spell Name: Maaj DrainDrain: 3Target : All enemy Casters within 12” Persistent : NoEffect : The enemy Caster rolls 1D6 for each power die they currently have intheir 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

 Spell Name: Rapid GrowthDrain: 3Target : A point on the table within LoSand 8".

 Persistent : Yes

Effect : From the speciied target point, an area of Obscuring terrain extends 2” inall directions.

The player may opt to apply drain to the spell prior to rolling the casting roll. Foreach 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 Dificult Obscuring terrain

 Spell Name: ShadowDrain: 3Target : Unit within 8” Persistent : NoEffect : The target unit is considered Obscured until the end of its next activation.

Page 43: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 43/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 43

 Spell Name: VortexDrain: 3Target : A point within 10” Persistent : No

 sEffect : For each success, Select one unit within 12” of the target point and moveit 4” towards the target point.

 Spell Name: WeakenDrain: 2Target : Unit within LoS and 8” Persistent : YesEffect : 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 removedon a 4 or more instead of a 2 or more.

 Spell Name: WardDrain: 2Target : Unit within LoS and 8” Persistent : NoEffect : spells targeting the target unit count their drain as being 1 higher than it is.

 Spell Name: White NoiseDrain: 1Target : Commander within 12” Persistent : YesEffect : Decrease the target unit’s current Command range to 0”

 Spell Name: March of StoneDrain: 2Target : Point within LoS and 6” Persistent : YesEffect : From the speciied target point, an area of Dificult terrain extends 2” in all

directions. The player may increase Drain to 1 and increase range to target point to 10”

Page 44: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 44/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 44

 Advantages

During the game, each player has an ‘Advantage Pool’. This pool generally begins at zerofor both players; although some proiles may give you advantages to start the game with

and you are able to ‘buy’ some advantage points for your pool when building your force.

Advantages come in two lavours, the irst are on a ‘General Advantages’ list and canthese can be used by both players. The other are advantages listed on a unit’s proileand can only be used by the proiles they are mentioned on.

Advantages can be used by either player at the time they are needed, but they must beused prior to any dice roll they are to affect! So, the +2 Morale advatange can not beused to affect a Morale check that has already been rolled. Taking an advantage mayseem like a good idea however, taking an advantage now could give your opponent abetter one later!

General Advantages

● Redeploy without suffering the -1 modiier to all defence rolls

● +2 to Morale rolls

● +1 Attack - Independents only

● +/-1 to Defence rolls

● May pre-measure for active unit 

● +1 power die to a casting roll

The Advantage Process

When a player wants to take an advantage, the process is pretty simple.

Nominate the advantage you wish to make use of at the time it would need to be used.Now check your advantage pool. If you have one or more advantage points in your pool,remove one and take the advantage you require. Apply the rules of the advantage and

carry on with the unit’s activation.

However, if your advantage pool is empty, you may still use the advantage but youropponent may gain an advantage point to add to their pool, as follows:

● If the advantage is from the Generic Advantages list, your opponents gets aadvantage counter to place in their pool immediately

● If the advantage is listed on the unit’s proile the player must roll a d6

● If you roll 5 or more, you still use the advantage and complete the unit’s

activation but the opponent gets to place an advantage point to their poolimmediately

Page 45: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 45/46

Relics 2nd Edition Beta - Main Rules 0.2

Copyright Tor Gaming Ltd. All Rights Reserved 45

○ If you roll less than 5, apply the rules of the advantage and carry on withthe unit’s activation

Unique Advantages

Whilst a player may make use of multiple advantages on a single unit at a single timethey cannot make use of the same advantage multiple times on the same unit at thesame time. So, a player could use the ‘+1 power die to a spell casting roll’ advantageonce per casting attempt.

Page 46: Relics 2nd Ed Beta - Main Rules Version 0.2

8/17/2019 Relics 2nd Ed Beta - Main Rules Version 0.2

http://slidepdf.com/reader/full/relics-2nd-ed-beta-main-rules-version-02 46/46

Relics 2nd Edition Beta - Main Rules 0.2

Force Construction

We do not feel we need to limit units within your force beyond what you want to take.After all, on a battle ield the size that Relics represents it’s entirely possible that an all

Highlander force would be seen

Instead of limiting the player to what they can use in their force by limiting the numberof units available, Relics uses a sliding scale on its points system to determine the cost of units.

This approach allows players to build a truly themed force of whatever units they want but goes a little way to penalise them for not selecting a broad range of units. After all,we all know that a balanced force is best, but we also love to play those themed armiestoo.

How does it work?

It is quite simple, when working out unit costs, follow this simple stepped process:

● The irst two units purchased from a proile cost the points value as shown in theproile.

● The third and fourth units purchases cost the points value as shown in the proileplus and additional 10%

● The ifth and sixth units purchases cost the points value as shown in the proile

plus and additional 20%

For each unit, after applying the increase in points you round the cost down to theclosest whole number. So, let’s look at an example of a player wishing to use ive units of Britanan Troopers in their force. The player would work out the costings as follows

● Units 1 and 2: 18 points per unit 

● Units 3 and 4: 20 points per unit (18 + 10% = 19.8)

● Unit 5: 22 (18 + 20% = 21.6)