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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.

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

    Relics beta version 1.0

    Inside cover. Purposefully Left Blank

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    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

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    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 (the two units of

    9 Troopers)

    Unit 3: 39 points (6 Troopers at 6 points each,

    plus the additon 10% added to the unit cost)

    For a total cost of 147 points

    They wold not work them out as:

    Unit 1: 36 points (the 6 Trooper unit)

    Unit 2: 54 points (the rst of the 9 Trooper unit)

    Unit 3: 59 points (the second of the 9 Trooper

    unit)

    For a total of 149 points

    TerminologyThroughout the rules, we will use specic terms

    to describe elements of the game. These are set

    out below.

    d6: a six sided dice, the only dice

    you need for this game. You will

    see this written in a variety ofways:

    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 this example it is two 6 sided dice need to be rolled.

    d6+/-x: This is a means for us to modify the result of a dice roll.

    Examples are d6+1, which means roll one d6 and add one to the

    result. d6-2 means roll one d6 and subtract 2 from the result.

    Model/miniature/mini: a single miniature of any type.

    Prole: The stat line and attributes referring to a particularmodel.

    Base stat: The value of a stat as printed on the models prole

    Modied stat: the value of a stat as printed on the models prole

    plus any modiers that are affecting the model at that time.

    Unit: A single grouping of models with a dened prole. A

    unit can be either an 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 initially consisting of more than one model.

    Warrior: A model that is part of a squad.

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

    LoS: Line of Sight

    cm: This represents centimetres and is the standard value of

    measuring in the game.

    AoE: Area of Effect. An area representing the coverage ofweapons that are explosive and not direct

    Dice and how we use themYou 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. Dont worry about the

    value of the double, just the number of them. In addition to this,you may also be required to roll a single die and compare the

    result with a target number. These methods of rolling the dice

    and working out the results are discussed in depth later.

    Note: a die is only counted once when rolling and counting your

    doubles. We are only concerned with complete sets of doubles.

    For example, the third die in a treble, is not counted and will

    have no effect, and a quadruple is effectively two doubles.

    MeasuringMeasurements are always made in centimetres. When making

    measurements, measure from the edge of the miniatures base

    to the edge of the item you are measuring to (building, base of

    another model, etc).

    Pre-measuringPlayers may not pre-measure. This means that the player must

    announce any intention to re, charge, move etc prior to makingany measurements.

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    Area of effectIf an attack or other in game affect is employing an AoE, measure

    from the target model up to the AoE value in all directions.

    Any model that has any part of its base within this AoE is

    considered to be affected by the AoE.

    MiniaturesEach player has a number of miniatures that make up their

    force. The total points value of each force is decided between

    the players prior to the game or stipulated in the scenario to be

    played.

    Each army list provides a number of different units for the

    players to choose from. What they choose is entirely up to themas long as the total value does not exceed the agreed game

    size.

    Units can be either an Independent unit, or a Squad unit, as

    indicated by the Type value in the prole.

    IndependentsIndependent 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.

    SquadsSquads consist of a number of models, dependant on the prole

    and the min/max warrior number value of that prole. 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

    single prole, but there are instances of special squads that are

    made up by multiple proles. These are listed as such in there

    proles.

    For example, the Empire Britanan faction has a Unit choice ofAttack Dogs. The Attack Dogs unit consists of two different

    proles, the Handler prole and the Attack Dog prole.

    Squad Coherency

    Warrior models that are part of the same squad must stay within

    coherency of at least one other model from the squad. The

    maximum range that models may be apart is 5cm.

    If, for whatever reason, a squad is split into two or more groupsthen the squad is considered 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 more than one group of the squad are considered the largest

    part of the unit, the owning player may choose which group is

    the largest size. This decision is made at the rst time the unit

    activates out of coherency, and this decision must be adhered to

    until the squad is back in coherency.

    When the squad activates, the smaller groups must move up to

    their full move to try to become within squad coherency again.

    If they are unable to reach squad coherency in a single activation,

    they must continue to move their full distance for subsequent

    activations until they are back into squad coherency.

    Whilst out of squad coherency, the groups not considered the

    largest may not perform any non-compulsory

    action other than to move.

    StatsEach prole is made up of a collection of values

    called Stats. These stats represent the models

    ability at doing certain actions within the game.

    Move (Mv): The distance in cm a model may

    move during its activation.

    Combat (Cb): This is the attack value, and is

    the base number of dice the model rolls in melee

    combat.

    Defence (Df): The amount by which anopponents attack dice are modied when

    attacking this model. For example, if this value

    is -1, the opponent attacking this model will

    reduce the number of dice they roll by one. Note,

    this value can also be a positive (+) value. In

    these cases, the attacker adds this number ofdice to their roll. Some things are just too slow or

    too big to miss.

    Damage (Dg): This is the total number of

    wounds this model can take before it is removed

    from the table.

    Ranged (Rg): This value is split into two,

    separated by a /. The rst value is the attack

    value, and is base number of dice the model

    rolls when making a ranged attack. The second

    number is the maximum distance in cm theranged attack can be made up to. For example,

    6/30 means six dice are rolled and the ranged

    attack can be made up to 30cm.

    In addition to the stats, each prole may have a

    number of attributes. This will detail any special

    rules that apply to the prole.

    Line of sightMiniatures have a line of sight (LoS) of 180

    degrees to their front, and LoS is always worked

    out on a model by model basis.

    A model must be able to see at least part of the

    target model to consider having LoS. We only

    consider the models legs, torso and head (nothead gear!!) as the target model when trying

    to spot them. The end of a grenadiers gun, forexample, doesnt count.

    If less than 50% of the target model can be seen

    (but you can see some), then the target model is

    considered to be obscured.

    One exception to what blocks LoS is unit

    members. Members of a unit do not block LoS

    for other members of that unit.

    LoS may not be drawn through any

    unit, rendly or not.

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    ObscuredModels that are Obscured are considered to

    have a -1 added to their defence stat.

    For example, a model with a base defence of -1

    will have a modied defence stat of -2 when it

    is obscured.

    A turn, activations andactionsThe turn sequence

    Players take it in turns to activate a unit. Onceactivated, they must carry out all their actions

    with that unit that they wish to do. Once a

    player has completed their actions with their

    active unit, the 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.

    Who goes first when setting upthe forces?Quite simply, the player with the most units

    places a unit on the table rst. 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 the highest places

    the rst unit. Any draws should be re-rolled.

    Who moves first?At the start of each turn, both players roll a d6. If

    one player has fewer units on the table than the

    other player, they add one to their result.

    The player with the highest result chooses toactivate rst or second. Any draws should be

    re-rolled.

    Players then take it in turns to activate a unit and

    carry out all the actions they wish with that unit.

    ActionsWhilst activated, a unit can do one of the

    following

    Move up to their full Move value.

    Move up to half their Move value then make a

    ranged attack.

    May move up to their full Move value into base

    to base contact with an enemy model and makean attack (See Charge or Engage)

    Make an attack if already in

    combat but may not move.

    MovementModels can move in any direction the player wishes. They must

    move round impassable intervening terrain and other models andmust not exceed their Move value during their activation.

    Charge or engageTo charge into melee combat, the majority (50% or greater)of the unit must have LoS to the intended target unit. A model

    intending to charge into a target unit that is a squad, only needsto draw LoS to one warrior model in the squad to have LoS to that

    unit. If the majority of the charging unit does not have LoS, they

    may engage the target unit instead.

    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 rangeModels wishing to make a charge must move further than 5cm. If,

    after making the move it turns out the model has moved less than

    5cm the model counts as engaging and does not benet from the

    charge modier.

    This means that during a charge, it is entirely possible for part

    of a unit to qualify for the charge modier and part of the same

    squad fail to qualify for the charge modier.

    Making the chargeOnce the charge has been announced, the controlling player rolls

    a D6 and adds this to the units movement value for the charge.

    If it turns out the unit does not have enough movement to make

    contact, even after the addition of the d6 result, the unit must be

    moved directly towards the intended target unit their maximum

    movement value, ignoring the result of the d6.

    For example, a player declares a charge and rolls the d6. They

    roll a 3, adding this to their units movement of 10cm gives acharge range of 13cm. After measuring the closest models they

    nd out the models are 15cm apart.

    The charging unit is therefore moved directly toward the intended

    target unit 10cm.

    When it is determined that members of a unit have enough

    movement to make contact, all members of the unit must be

    moved the maximum modied movement towards the target

    unit.

    Target priority for chargingWhen charging, Units must target the closest enemy Unit. If the

    target unit has at least 50% of its models are obscured or not

    visible at all, the charging player can ignore it for target priorityand charge the next closest unit.

    To determine the closest unit, the majority of the unit must be

    closer to the charging unit than the majority of the next closest

    unit.

    Charge bonus

    Models that are considered to have charged have a +1 d6 to therst combat roll of the charger

    Charging obscured modelsIf a unit charges a target unit that is classed as obscured eitherat the start of the charge, the end of the charge, or both, then

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    the target model is considered to be obscured when resolving

    the attack.

    Making the most of the chargeWhen moving models during a charge, each model should make

    contact with the rst available enemy model of the target unit that

    is not already contacted. However, it is acceptable to move theposition of the charging model around the enemy model it has

    contact if it means you can contact additional enemy models of

    the charged unit.

    TerrainPrior 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 L.O.S

    Broken terrain: This difcult going for movement but does not

    block L.O.S.

    Woodland terrain: This difcult going for movement and reduces

    L.O.S through it to 5cm. Models within the terrain and no deeper

    than 5cm are considered obscured

    Impassable: This blocks movement but not L.O.S

    Blocker: This is impassable for movement and blocks L.O.S

    Difficult going terrainIf a unit is on terrain that is classed as difcult going for movement,the units movement is treated as below:

    If their movement is 12cm or less, they move 1d6+2 cms.

    If their movement is over 12cm, they move 1d6+4 cms

    Linear terrainLinear terrain (walls, hedges etc) are handled differently. When

    a linear piece of terrain is being crossed by models on a 30mm

    base, they move that turn at half their normal speed. Any models

    on a base larger than 30mm can simple ignore the linear terrain.

    Linear terrain and protectionLinear terrain can also affect LoS, if LoS is drawn through linearterrain to a target model on the opposite side of the terrain

    feature. If the target model is not further from the terrain feature,

    than the terrain feature is tall, then the target model is considered

    to be obscured.

    For example, a 2cm tall hedge can obscure an Unmann that iswithin 2cm of the hedge, but will not obscure and Unmann that is

    3cm from the hedge.

    Charging across terrainCharges cannot be made by any model that has its movement

    modied by difcult going terrain. So, a unit wishing to enter

    melee across a piece of difcult going terrain will move as per

    the Difcult going terrain rule. If they make contact with the

    target, they are considered engaged.

    Movement off and on difficult goingterrainA unit that is moving onto difcult going terrain after moving

    some distance on open terrain move to the terrain edge, roll a d6

    and move this amount into the terrain, but may

    not move more than its base movement stat.

    For example, A squad of Troopers are 4cm away

    from a piece of terrain that modies movement.They move 4cm upto the terrain and then the

    player rolls a d6 and gets a result of 3cm. The

    squad therefore moves 3cm into the terrain

    For Example, A squad of Troopers are 8cm away

    from a piece of terrain that modies movement.They move 8cm upto the terrain then the player

    rolls a d6 and gets a result of 6cm. As the squad

    has already moved 8cm and their base movement

    stat is 10cm, they can only move an additional

    2cm into the terrain. The other 4cm from the d6roll is ignored. If the player had only rolled a 1,

    they would only move 1cm into the terrain.

    A unit moving from difcult going terrain into the

    open will only move the distance they rolled for

    their difcult terrain movement check.

    CombatMelee attackWhen in base-to-base contact and making anattack, a model will roll a number of d6 equal to

    their Combat value, +/- any modiers that may

    be applied.

    Who attacksOnce units are locked in melee, only models in

    base-to-base contact may make Melee attack

    rolls. The order in which these attacks are madeis the decision of the attack (active) player.

    Combat with multiple unitsWhen an attacking unit is in melee combat withmore than one enemy unit, there are two possible

    options for melee attacks.

    1) The attacking player may elect to attack a

    single unit with as a normal melee attack, using

    all of the attacking models combat dice.

    2) The attacking player may elect to split the

    models Melee Combat dice amongst the

    different units in base-to-base contact with it.

    They must announce how many dice they will berolling against which proles prior to rolling anyof them.

    Limitations on actions when incombatWhen a unit is active, any model in base-to-base

    contact with one or more enemy models mustmake an attack against at least one of the enemy

    units in base contact and may not perform any

    other action. If the unit is a squad, any warrior

    models that are not in base-to-base

    contact with an enemy model must

    get Stuck In (see Stuck in)

    Stuck inW h e n

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    a squad in combat activates, any models from

    the squad that are not in base-to-base contact

    with a model from an engaged unit must move

    to make contact with a model from one of theengaged enemy unit. These models cannot

    claim the charge bonus.

    Ranged attackWhen making a ranged attack against an enemy

    unit within range and LoS, a model will roll anumber of d6 equal to their Ranged dice value,

    +/- any modiers that may be applied.

    A model may not make a ranged attack if theyare in base-to-base contact with an enemy

    model.

    Any model that is not in base-to-base contact

    with an enemy model is a viable target for a

    ranged attack.

    Target priority for ranges attacks

    When making a Ranged attack, Units musttarget the closest enemy Unit. If that unit hasat least 50% of its models are obscured, not

    visible at all or currently has models in combat,

    the owning player can ignore it for target priority

    and target the next closest unit.

    To determine the closest unit, the majority of theunit must be closer to the charging unit than the

    majority of the next closest unit.

    Targeting units in different levels ofcoverWhen targeting an enemy squad that has modelsin different levels of cover, the attacking player

    must declare what part of the unit they will be

    attacking. Work out the attack dice as normal

    using the cover modier currently affecting that

    part of the unit. Hits can only be assigned tomodels in that part of the squad, or in parts of

    the squad in lesser terrain.

    Working out the diceTo work out the number of dice to be rolled in an

    attack, simply take the appropriate attack value

    for the attacking model depending on the combat

    situation and modify the value the target model/units defence value and any other modiers

    (e.g. if they are obscured). The resulting value isthe number of d6 to be rolled in this attack.

    Minimum number of diceWhen making an attack roll, both ranged or

    melee, If the total number of dice to be rolled

    is modied below 2d6, then roll 2d6 and ignore

    doubles of 1s and 2s.

    Attack typesTo handle the way units work, wehave two ways for units to make

    attacks. Both of these options

    are available to all units in thegame.

    Normal attacksThe unit controlling player makes attacks with each model one

    at a time. So, rolling their dice and working out if they do any

    damage before moving on to the attack of the next model in the

    unit.

    Gang up attackThe controlling player nominates one model as their mainattacking model and up to two additional models from the active

    unit that are eligable to take part in the attack. The player works

    out how many d6 they get as normal for the rst model, then add

    an additional d6 to the total for each additional mini taking part in

    the Gang up attack.

    This number of d6 is then modied by the target models Defence

    value

    This way, the player can increase the number of dice rolled whilst

    only needing to worry about the enemies Defence once.

    There can never be more than three miniatures involved in aGang up attack.

    DamageOnce the number of dice has been determined for the attack, roll

    them. Count up the number of doubles rolled; this is the numberof hits scored.

    For every hit scored, the enemy model or unit takes a single

    wound.

    Removing casualtiesOnce a unit has received enough wounds to equal the Damage

    value stated in its prole, 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 ofthe attack that resulted in the casualty.

    For example, if the attack was via melee, remove a model that

    is in base contact with the attacking model. If the attack was

    ranged, remove the model closest to the shooting model.

    If a model in Melee combat inicts enough wounds to removemore models than are in base-to-vase contact with it, only

    remove those in contact with the attacking model. The remaining

    wounds are lost.

    Area of effect and casualtiesCasualties caused by an attack using an AoE are removed from

    the models covered by the AoE only. If enough wounds are

    caused than can be removed from under the AoE, the additional

    wounds are ignored.

    The owning player decides which models under the AoE to

    remove.

    Area of effect and fall backWhen a unit takes at least one hit with a AoE attack, the owning

    player must immediately check to see if the unit is forced to fall

    back.

    Roll a single d6 and if the result is a 4 or more, the unit must

    immediately fall back the following distance directly away from

    the unit attacking it:

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    If their base movement is 12cm or less, they move 1d6+2 cms.

    If their movement is over 12cm, they move 1d6+4 cms

    AttributesBrutal/x:After rolling dice in a Melee attack, the owning player may

    increase the face value of x dice by one point.

    For example, a roll of a 5 becomes a 6, a roll of a 3 becomes a4.

    A die may only have its value increased by one, no matter the

    value of x

    Ferocious/x:When making a Combat roll, the player may reroll x dice of theattack. The second result stands and a die may only be rerolled

    once.

    When making a gang up attack, the Veracious value used is

    that of the main attacking model.

    Guerrilla Warfare:Model may re before moving half distance.

    Grenade Launcher:In addition to ring using the normal ranged attack rules, a unit

    armed with a Grenade Launcher may make a second type of

    attack.

    The player must declare before rolling the attack dice what

    sort of attack they are making with the Grenade Launcher. All

    models in a unit must make the same type of attack.

    Use the following rules for the second attack type:

    Template attack: Attacking unit makes a combined ranged

    attack, using upto 4 warrior models from the unit. The radius of

    the area effect for this attack is 3cm per attacking warrior in the

    ring unit taking part in the attack.

    Area of Effect Fire: Nominate a target unit and choose a single

    target model from that unit within range. Target unit suffers an

    attack roll of 3D6 for the target model +1d6 for each additional

    model from the same unit within the area effect of the attack.Ignore the target units defence value for this attack

    Any additional units (friend or foe) that have at least a single

    model within the area of effect suffer a single 3D6 attack.

    Grenades:Combat: Model has a +1D6 melee combat modier for the rst

    round of combat in which the model charged. Roll this dice

    separately, and if this additional result is 1, every model with

    in 5cm of this attacking model, and the attacking model itself,suffers a 2d6 attack roll.

    If the result is not a 1, the roll is considered as part of theattack roll

    Hardened/x:For each wound received, roll a d6. For each roll equal to or

    greater than x, ignore one wound.

    Large Size:When targeted by a ranged attack, the attacker may reroll

    one d6 of their choice from the attack roll. This second roll willreplace the original dice value when determining the attack

    outcome.

    Sure Footed:Model may ignore movement modiers on

    broken ground.

    In Fighting:If the unit ends it movement with no enemy unit

    in L.O.S, the unit will make a 2d6 attack against

    itself, counting only doubles of 4, 5 or 6 as hits.

    Unreliable/y/x:You cannot always guarantee that unreliable

    weapons will work when you want them to. Prior

    to a unit making an attack using the attribute

    that is Unreliable (the y value), roll a d6 for

    each model involved. The number of dice thatroll equal to or greater than x, equates to the

    number of models in the unit that may proceed

    with the original attack. For dice that roll less

    than x, this number of model in the unit fail to

    make the attack but count as having attackedthis turn.

    If the unit is a squad and making gang up

    attacks, or shooting at different units, declarethese actions and which models are performing

    which actions before rolling for each different

    group of models and apply the results to that

    group.

  • 7/31/2019 Relics Public Beta v1.0

    10/10

    Relics beta version 1.0

    Britanan Empire

    Britanan TrooperCost per model: 6 ptsUnit type: SquadMin/Max warriors per unit: 6/9 models

    Base size: 30mm

    Move Combat Ranged Dafence Damage

    10 2 2/30 0 1Attributes: Unreliable (Rg)/3

    Britanan GrenadierCost per model: 21 ptsUnit type: SquadMin/Max warriors per unit: 3/4 modelsBase size: 30mm

    Move Combat Ranged Dafence Damage

    10 3 3/20 -1 1Attributes: Unreliable (Rg)/2, Granades, Grenade Launcher

    Britanan DragoonCost per model: 12 ptsUnit type: SquadMin/Max warriors per unit: 2/4 modelsBase size: 40mm

    Move Combat Ranged Dafence Damage

    15 3 2/20 0 1Attributes: Unreliable (Rg)/2, Guerrilla Warfare

    The army lists!

    Orcnar

    Orcnar UnmannCost per model: 14ptsUnit type: SquadMin/Max warriors per unit: 3/6 models

    Base size: 30mm

    Move Combat Ranged Dafence Damage

    10 3 0 -1 1Attributes: Ferocious/1

    Orcnar EotanCost per model: 43 ptsUnit type: IndependentMin/Max warriors per unit: 1 modelsBase size: 40mm

    Move Combat Ranged Dafence Damage

    10 5 0 -1 3Attributes: Large Size, Brutal/1, Hardened/4

    Orcnar DocgaCost per model: 23 ptsUnit type: SquadMin/Max warriors per unit: 2/3 modelsBase size: 40

    Move Combat Ranged Dafence Damage

    15 4 0 0 2Attributes: Sure Footed, Ferocious/1, In FIghting,Hardened/5