Relics Public Beta v1.0

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  • 7/31/2019 Relics Public Beta v1.0

    1/10Copyright 2010 Tor Gaming Ltd. All Rights Reserved.

    Relics beta version 1.0

    Welcome to Tor Gamings Public Beta for Relics.

    So, what is Relics?

    Well it is a dispersed formation table top wargame in the 32mm scale region that uses six sided dice (d6, we love them!!).Dispersed formation? WTF?? Yeah, its just a pretty way of saying the game uses units of models that are kept within a certaindistance of each other.

    One of the first things I set out as Tor Gamings aims (in business and game design) was to try and inject originality into whatwe do. Have we achieved this with Relics? I hope we have but I guess thats for you lot to decide. I looked at whats availablein the market already I noted a few of things I wanted to avoid with Relics:

    A lot of stuff is obviously designed to be interchangeable with the GW ranges. Nothing wrong with that but its not1.very original.

    Mainstream worlds. You get a choice of either high fantasy (elves, goblins etc) or steam punk as universes for your games2.

    set in. (obviously, there are exceptions to this, but the exceptions are not the trend). Relics needed to be different.Predictable mechanics. You are generally offered rule sets that rely on a roll to hit, roll to wound and then roll to save3.type mechanic. I wanted something different, something quicker.

    Predictable activation sequence. You are generally offered rule sets that rely on a you move all your army, you shoot4.with all your army, I move with all my army etc etc

    God like view and control of the battle field. You are generally offered rule sets that dont try and simulate the5.command influence on the table top (as in, most games put the players in the position of a all seeing all in controlcommander)

    So, from the outset, I wanted to write a rule set that avoids these points above and a game world that can be seen as unique

    and is fun and interesting to get immersed in. How have we achieved this? Well, we have a core mechanic that Ive not seenin a game before (but I have not played all games out there!!!) which allows for a combat sequence that takes a single roll ofthe dice to resolve and a game sequence that keeps both players engaged at all times.

    The rules you have in your hand (on your screen....) is the first part of this project. By no means are are these complete yet(if you have flicked through them already you will have noticed morale is missing for one thing) but they fully playable and areintended as the first, free to download, version of the rules.

    We want to make sure the core is sound with limited force lists before we move on and expand on it (we already have theadditional rules in mind by the way) and thats what this public beta is all about.

    Over the next two months, we are look for you guys out there to let us know what we have right and what we have wrong.

    Give the rules a bloody good outing on your tabletop and tell us your thoughts.Oh, and Happy Gaming!!Gavin,

    Tor Gaming.

  • 7/31/2019 Relics Public Beta v1.0

    2/10Copyright 2010 Tor Gaming Ltd. All Rights Reserved.

    Relics beta version 1.0

    Inside cover. Purposefully Left Blank

  • 7/31/2019 Relics Public Beta v1.0

    3/10Copyright 2010 Tor Gaming Ltd. All Rights Reserved.

    Relics beta version 1.0

    Table of Contents

    Force creation. .......................................................................................................... ....................4How does it work? ..................................................................................... ....................4

    Terminology .............................................................................................................. ....................4

    Dice and how we use them .................................................................................. ....................4Measuring .................................................................................................................. ....................4

    Pre-measuring .............................................................................................. ....................4Area of effect .......................................................................................................... ....................5Miniatures .................................................................................................................. ....................5

    Independents ................................................................................................ ....................5Squads .......................................................................................................... ....................5

    Stats .......................................................................................................................... ....................5

    Line of sight ............................................................................................................ ....................5Obscured ....................................................................................................... ....................5

    A turn, activations and actions ............................................................................. ....................6The turn sequence ...................................................................................... ....................6Who goes first when setting up the forces? ......................................... ....................6Who moves first? ........................................................................................ ....................6Actions .......................................................................................................... ....................6

    Movement .................................................................................................................. ....................6Charge or engage ........................................................................................ ....................6

    Terrain ....................................................................................................................... ....................7Difficult going terrain .................................................................................. ....................7Linear terrain ................................................................................................ ....................7Charging across terrain ............................................................................... ....................7Movement off and on difficult going terrain .......................................... ....................7

    Combat ...................................................................................................................... ....................7

    Melee attack ................................................................................................. ....................7Ranged attack .............................................................................................. ....................8Working out the dice ................................................................................. ....................8Attack types ................................................................................................. ....................8

    Damage ..................................................................................................................... ....................8Removing casualties................................................................................................. ....................8

    Area of effect and casualties .................................................................... ....................8Area of effect and fall back ..................................................................... ....................8

    Attributes .................................................................................................................. ....................9The army lists! ......................................................................................................... .................. 10

  • 7/31/2019 Relics Public Beta v1.0

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    4 Copyright 2010 Tor Gaming Ltd. All Rights Reserved.

    Relics beta version 1.0

    Force creation.Instead of limiting the player to what they can

    use in their force by limiting the number of units

    available, Relics uses a sliding scale on its

    points system. This approach allows players

    to build a truly themed force of whatever unitsthey want but goes a little way to penalise them

    for not selecting a broad range of units.

    How does it work?It is quite simple; the rst two units purchased

    from a prole cost the points value as shown in

    the prole. After this, the cost of the prole willincrease by 10% for the next 2 units, then 20%

    for the 5th and 6th unit etc etc. If you end up

    with a fraction after working out the new cost of

    th eunit, round it down.

    For example, a player wishes to use ve units

    of 9 BritananTroopers in their force, the cost of

    these units is:

    Units 1 and 2: 54 points per unit (9 models at

    6 points each)

    Units 3 and 4: 59 points per unit (54 +10%)

    Unit 5: 64 (54 +20%)

    If the player wishes to have units of the sameprole but with a different number of models in

    the units, they will always work out the costing

    of the units to save the most points

    For example, taking a similar example as

    above, a player takes two units of 9 Britanan

    Troopers and one unit of 6 Britanan Troopers.

    The player may elect to pay for the units asfollows:

    Unit 1 and 2: 54 points each (th