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    Relics War Tabletop Wargame Development Rules V0.1

    Copyright 2013 Tor Gaming Limited. All rights reserved

    Relics War Tabletop Wargame Development Doc

    Version Date Change Description

    0.1

    05/02/2013

    Initial draft

    This document is a living document and will be updated as and when required. To make

    sure you have the latest copy, be sure to check our forum:

    http://www.torgaming.co.uk/forum/

    WARNING!!!These are development rules and as such have not been fully tested yet (some may

    not have been test at all yet!! Shock horror).

    FEEDBACKAs with all our rules, we love to give you, the player the chance to say what you think. So,

    here's another chance to have your say with the Relics based rules.

    Once you have tried out the rules contained in this doc, feel free to pop onto our forum (link

    above) or to email us ([email protected])with your thoughts and feedback.

    Try to keep the feedback impartial.

    Thanks!!!

    mailto:[email protected]:[email protected]:[email protected]:[email protected]
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    Relics WarRelics War (RW) is a tabletop wargame to allow players to fight large battles comprising units made

    up from hundreds of warriors. Armies of this size are like beasts, hard to control and co-ordinate.

    Battles the scale of which RW simulates are never about the individual bayonet or claw. The

    casualties a unit takes are not as important as the unitswillingness to fight. We do not concern

    ourselves with individual casualties so the removal of models from a unit is ignored.

    Battles of this scale depend on the commandersability to control their force and keep it moving to

    execute their plans. This is not an easy thing to do and even a lucky commander cannot have all their

    commands executed correctly.

    It is your job as the army commander to bend that army to your will. Manoeuvring it in such a way to

    bring your best troops to engage the enemy where you choose and, God willing, win the victory.

    Relics War The finer pointsRW is intended to be a tabletop wargame that allows you, the players, to fight epic battles using

    armies that represent thousands of men, machines and monster.

    When building a game of this scale, you need to take a few things into consideration. A few things

    that may, at first, make the game feel weird.

    Command is a big thing at this level. The players should not really have the luxury of micromanaging

    all factors of an armies movement. In fact, it would be surprising if commanders were able tocommand the entire army in a single turn (if battles were really broken down into turns that is). As

    such, we use a command system that requires the player to think carefully about the commanders

    position on the battlefield and the number of command points the player may have next turn.

    Historically, it was impossible for a commander to know exactly what sort of casualties a unit has

    taken until after the battle, and often not even that day! This should be no different here. We do

    not concern ourselves with individual casualties. After all, if a man is killed, another will step into his

    place and fight.

    Instead, we look at the units ability to continue to fight. This ability to fight is all down to how

    together the unit is. A man alone on the battlefield may not have a lot of willingness to continue

    fighting. Surround him with many men just like him and keep them formed and disciplined and

    suddenly that man is much more willing. Now, if you take that unit of men and disrupt them so

    they are no longer tightly formed, the comfort starts to go. When that goes, the discipline goes and

    with it the willingness to fight.

    Even after taking casualties, if a unit is given time to form up again, it becomes just as effective in a

    battle as it was before the casualties are taken. To represent this, we use Disruption as an indicator

    of a units current state. A unit takes disruption counters when it is shot at or in combat or if the

    commander asks it to make a manoeuvre that is beyond its general ability. If a unit takes enough

    disruption, the unit disintegrates and is no longer effective as a fighting force.

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    As such, in RW, commanders must manage a units disruption, give them time to reform, and

    remove the disruption counters if the player wishes to keep the unit in the battle.

    Movement is the next thing we look at. At this scale of battle, the commander really doesnt care

    how a unit gets from point A to point B. He just makes the command and expects the unit to do it. As

    such, we do not concern ourselves with micromanaging things like wheeling or oblique

    movements. Instead, units are able to move to any point within range. This means movement is

    quiet free in RW

    However, whilst it possible to move a unit to wherever you want within the units movement range,

    some units are more manoeuvrable than others, so think carefully about you move them as you may

    cause them disruption and degrade their combat effectiveness.... If you do, you will need to give

    them time to reform or commit them to the battle-line knowing they are not as efficient as they

    could be!!!

    Relics War Development rulesThis document is the very first version of Relics War. Itsfar from complete, no doubt there will be

    issues in it, unit points costs, overpowered rules, ambiguous rules etc. But that doesnt mean were

    going to keep them secret and not let you all use them.

    We dont plan on a hard releaseof these rules any time soon, but rather we plan on developing

    them openly. As we work on the rules, we will release new versions that fix issues and add new ideas

    to the game. If you want too, you can help us do that by telling us your findings.

    If you find anything that you feel is broken or just needs a little titivating, you can let us know via our

    forum: http://www.torgaming.co.uk/forum/

    The game is fully compatible with the current Relics range. In fact, the unit sizes mentioned on each

    profile allows you to make use of the Relics models on their 30mm round bases by just forming them

    up into units. However, we suggest making unit trays and placing the models onto the trays to make

    it easier to move. If you are that way inclined, you can even make the units permanent but basing

    the models on to a large base the size of the unit. Or maybe magnetise the models? Either way, the

    current range is fully compatible and as we release new models, we will release their profile for

    Relics War.

    Oh, one more thingHave fun!

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    Measurements

    All measurements in RW are made in Inches. You will need a ruler or tape measure that has inches

    on it or some of them measuring sticks that are in inch pieces.

    During the game, players are free to measure all distances they want when they want.

    How to measure

    When measuring, the way you do it is dependent on what you are measuring.

    Measuring the distance between a unit and a commander is done from the edge of the

    commanders base to the centre of the closest edge of the target unit. (see Command Range

    Bands and Activating Units)

    Movement is measure from the centre of the unit to the point the unit is moving too, at

    which point the unit is placed with its centre on that point. (see Move)

    Measuring ranged attacks are made from the centre of the closets base edge to the closest

    point of the target unit. (see Shooting)

    For any other instance of measuring it is always done from closest point to closest point.

    Dice

    RW makes use of six sided dice numbered 1 to 6.

    During this rule-set, you will see the dice referred to in a number of ways:

    Command Dice: In RW we use command dice which are three sided dice (D3)

    D6: This means a single six-sided die.

    xD6: When you see this, the x will be a number, such as 2D6. In this case, you are rolling a

    number of D6 equal to the x value. So, 2D6 means roll 2 six sided dice.

    D3: This is a three-sided die. Whilst you can actually buy 3 sided dice, its just as easy to roll a

    D6 and half the result, rounding up

    Commanders

    Commanders are the backbone of your army. Without them, you army will not function.

    The commanders are represented on the tabletop by a 50mm circular base with one or more

    models on it - a good chance for you to let your modelling skills loose and create a mini diorama!

    A commander model is not classed as a unit. It has no flank or rear and has no combat ability. The

    commander profiles have a single stat consisting of two values

    For example: 2/4

    The first value, the 2 in this example, is the number of command dice you roll for that commanders

    command points each turn (see Generate Command). The second value is that commanders

    command range. (See Command range bands)

    Units

    RW armies are made up of a number of units and commanders.

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    The on table units can represent anything from lightly armed troops to massive dragons or

    mammoths.

    Physical anatomy of a unit

    Each unit in RW can represent hundreds of men, tens of cannons or even many monsters depending

    on what unit it is.

    Each unit profile at the end of this document lists the physical unit size for the unit that the profile

    represents.

    This unit sizes are designed to allow you to use the current Relics range without need to rebase any

    of the models from their round bases. Simple make a movement tray for each unit and place the

    models on the tray

    Statistical anatomy of a unit

    Each unit is made up of a number of values that will denote the unitsbehaviour and abilities on the

    battlefield.

    Below is a complete profile for a sample unit:

    Trooper Unit 5 points180mm wide

    60mm deep Disruptions received fromFrontal Arc Move Type Combat Shooting Combat Shooting Reform

    45

    5 Medium 2 12/2 4 5 4+

    UAR: Unreliable

    The general details:This section includes the unit name, the cost of the unit in points and

    the unit size. As units are dealt with as a single entity, the number of models on the base is

    up to the players.

    The frontal arc:This is an area to the front of the unit that is used in RW for a few

    mechanics. (see Frontal Arc)

    Move:Pretty obvious really. Thisis the value, in inches, this unit may move during a single

    command. (see Move)

    Type:The units type is used for some stuff such as interpretation of units (see

    Interpenetration). Each unit can be one, and only one of the following:

    o

    Light - This unit is considered lighter than medium and heavy units.o Medium - This unit is considered lighter than heavy units.

    o HeavyThis unit is considered to be heavier than both medium and light units.

    o ArtilleryThis unit is considered heavier than heavy, medium and light units. This unit is

    also less mobile than others are. (see Artillery)

    o MonsterWell, what can we say... This unit type is heavier than all others are.

    Combat:This value is the number of d6 the unit rolls when the unit is fighting in combat (see

    Combat)

    Shooting:This contains two values, the first is the range the unit may fire in inches and the

    second is the number of d6 the unit rolls when making a ranged attack (see Shooting). Its

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    entirely possible that units will not actually have this value on their profile. When this is the

    case, the unit may not make ranged attacks at all.

    Disruptions received from Combat:This shows the multiple values that needs to be rolled

    on the dice of a combat attack that is targeting this unit to cause a disruption

    Disruptions received from Shooting:This shows the multiple values that needs to be rolled

    on the dice of a shooting attack that is targeting this unit to cause a disruption

    Reform:This value is used in a number of places such as removal of disruption counters

    either through the reform command or to attempt to avoid receiving disruption counters

    when receiving two commands. (see Commands)

    Unit specific rules

    In addition to the unit values listed above, a unit may have additional unit specific rules (USR).

    The USRs are what make specific units special. They will add depth to a unit and make it stand out

    from other units.

    How a USR works is described in the individual USRs wording. Below are a number of examples.

    Unreliable: When this unit makes any roll that utilises the Reform stat, the unit must reroll

    any dice result of a 6. The second roll result must be used.

    Fluid Unit: Once per turn when this unit may activates, you may move a maximum of one

    disruptions counter from this unit to a friend unit with the Fluid Unit USR that is in contact

    with this units rear edge. A unit with Fluid Unit may move or receive a max of 1 disruption

    counter per turn.

    Unitsfrontal arc

    Many games of this ilk make use of arcs to denote the area to the front of a unit into which the unit

    can shoot (if it is a shooting unit, obviously). RW also has this arc, what we call the Frontal Arc and

    we use it for much more than just shooting!

    Below you can see the frontal arc of the unit types.

    INSERT ARC IMAGE HERE

    As you can see, the frontal arc is quiet restrictive for some units and very open for others. This

    represents the difference from heavy to light units.

    Units that may make a ranged attack use the unitsfrontal arc to determine where it can shoot (seeShooting). In addition, we also make use of the frontal arc to determine how manoeuvrable a unit is

    (see Movement) and to determine the units flank (see Unit flank)

    UnitsFlank

    Units in RW are always at their best when fighting to the front. If they are forced to fight an enemy

    not to their front, they suffer greatly. Any commander worth his salt will ensure a unitsflank is not

    put at risk.

    A units flank is defined by the units base edges that are not in the unitsfrontal arc. If an enemy

    unit ends up in contact with one of the base edges that are not in the frontal arc, that enemy unithas caught your unit in the flank. Oh dear... INSERT FLANK IMAGE HERE

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    Turn order

    Each turn follows a simple four-phase process:

    1. Generate command and initiative

    2. Activate units

    o

    The player that has the initiative this turn (see Initiative) decides if they want to be

    the active player first or second.

    The active player then nominates one of their commanders to be the active

    commander and spends command points doing:

    Spend command points activating units or brigades one at a time.

    When active, a unit may move, attempt to remove disruptions and

    shoot is possible.

    Move commander

    o The non-active player then becomes the active player and follows the same process.

    o

    This continues until both players have activated all their commanders and spent allthe command points they wish too.

    3.

    Fight Combat with all units that are in contact with an enemy unit.

    4. End phasea time to get a cuppa, tidy up the table a little and take a leak. ;-)

    Generate command

    Command is one of the most important parts of RW. Without a good command structure, an army

    cannot operate.

    During the Generate command and initiative phase, all playersgenerate their command for that

    turn and determine the player with the initiative for the turn by rolling a number of command dice,

    which are D3 dice.

    For each commander in their force, players roll a number of command dice equal to that

    commanders command value. The results of all the command dice rolled by a player are added

    together and this total is the number of command points the player has in their command pool for

    that turn.

    Its an idea to roll your main commanders command dice separately as it is also used for initiative.

    (see Initiative for more details)

    InitiativeCleverly, we also use the generate commandroll to see who has the initiative that turn!

    Both players compare the command points of their main commander. The player with the higher

    number of command points generated by their main commander has the initiative for this turn.

    Therefore, it is worthwhile rolling the main commanders command dice separately, or as different

    colours to the rest of the commandersdice.

    Being the player with the initiative is always good as you decide whether you want to activate a

    commander and spend some of your command points first that turn or force your opponent to do

    so.

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    If the players roll the same amount, then the player who did not have the initiative last turn has it

    this turn. If it happens to be the first turn, the oldest player has the initiative.

    Command Range Bands

    A commanders command range represents how far the commander can command with a set

    amount of effort. Put more effort in (command points) and they can command units further away.

    So, a commander with a longer command range can command units further away for less command

    points.

    Command range bands (CRBs) work in multiples of inches equal to the commanders command

    range, up to 5 bands.

    For example,

    A commander with a command range of 4 will have a CRBs of 4, 8, 12, 16, 20 inches.

    Whilst a commander with a command range of 6 will have a CRBs of 6, 12, 18, 24, 30 inches.

    Command Range Bands and Activating Units

    The CRBs are used to work out how many command points must be spent for a commander to

    activate a unit.

    Measure the distance from the edge of the commander to the centre of the closest edge of the unit

    you wish to command and see into which CRB the distance falls. This value is the number of

    command points it costs to issue each command to the unit.

    For example

    A unit is 14 inches away from a commander with a command range of 4, the unit is in the

    commanders CRB of 4 (Range band 4 is 12.1 to 16 inches) so each command issued to this

    unit that turn would cost the commander 4 command points.

    INSERT RANGE BAND PIC HERE

    Commanding Units

    The active player nominates one of their commanders to be the active commander and starts

    commanding units.

    Command Points are spent activating units to have them move, shoot etc. Hopefully, the decisions

    you make here will be the right ones!!

    The process to activate a unit is quite simple

    1.

    Announce which unit you intend to activate and what commands you are giving it - Move in

    this direction, shoot at this unit, remove Disruption Counters etc - See Commands for

    further details.

    2. Measure the range from the centre of the closets face of the unit to the active commander

    and work out the command range band the unit is in.

    3.

    Discard a number of command points from your command pool equal to the commandrange band measured in step 2 for each command you wish to issue to the unit.

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    4. Carry out the actions you declared for the unit in point 1.

    If at point 3 you discover you do not have enough command points left to cover the amount you

    need to activate the unit, the unit remains un-activated and you will have to choose another unit to

    activate or just not use the command points. Of course, you can measure at any time so if you do

    end up trying to activate a unit and do not have enough command then youre a Muppet. ;-)

    Once you have completed that units actions, you can then either select another unit to activate

    using the active commander or pass the active player status to your opponent.

    A unit may be active only once per turn, so make the best of it!

    Brigades

    During battle, players are able to form brigades to make it easier to move units about (and for less

    command points!)

    Up to four units of the same army that are in contact with each other may be formed into a brigade

    on an ad-hoc basis when commands are being issued.

    The player simply declares their intention to form the brigade at point 1 of the Commanding Units

    process above. All the units in the brigade must be given the same command/s.

    Then, at point 3 above, the player works out the cost in command points for the nearest unit only

    and pays this amount in command points. The whole brigade now carries out the command/s they

    have been issued.

    Units in a brigade move independently and must follow the normal movement rules except it is

    assumed units in a brigade do not obstruct one another during this movement. The player must

    ensure that all units in the brigade are still in contact with at least one other unit of the brigade and

    the brigade is still a single entity once all the units have completed their movements. If this is not so,

    the brigade has performed an illegal move and ALL units in the brigade take a disruption counter.

    Commands

    There are three different commands in RW that can be issued to a unit. These are:

    Move - Allows the player to move the unit following the movement rules. A unit may have

    up to two of these commands.

    Shoot - Allows the player to make a ranged attack following the shooting rules

    Reform - Allows the player to attempt to remove disruption counters from a unit

    If a unit is not being given a reform command, it can receive up to two commanders in one turn, and

    if two are being given, they must be given at the same time and therefore you need to measure for

    the command band and pay the command points for both commands at the same time.

    When giving two commands, a unit may not have more than one shoot command but they can have

    two move commands.

    The only exception to this max of two is the reform command. If the reform command is issued to aunit, that unit may not be given any other command that turn.

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    The move and the shoot commands can be mixed together. Therefore, a player can issue two move

    commands to a unit, or maybe shoot then move or maybe move then shoot. However, dont forget

    you could not issue move and remove disruptions. If you remove disruptions, you must not issue a

    second command to that unit!

    Of course, you do not have to issue two commands to a unit. You could just issue one if you wish.

    Two commands and disruption

    Although you can issue two commands to a unit, units are not always capable of carrying out both

    commands promptly and without disorder when on the battlefield.

    For any activation in which a unit is given two commands, you must check to see if the unit/s

    become disordered.

    For each unit needing to test, test one unit at a time by rolling a D6 and compare the result with the

    units Disruption value. If the dice roll is greater than the unitsdisruption value, the unit has not

    received a disruption counter. If the roll is lower than the disruption value, place a disruption

    counter on the unit.

    Finishing with the active commander

    Once the active player has spent all the command points they want to spend from their command

    pool using the current active commander, the opposing player becomes the active player and they

    activate a commander and spend command points from their command pool.

    This continues until both players have activated all the commanders they wish too and spent all the

    command points they wish too at which point the turn moves onto the end phase.

    Note; you do not have to spend all the command points in your command pool or activate all your

    commanders if you do not wish too. However, if you dont, the command points you dont spend are

    discarded when you finish with you last active commander and pass the active player status. So if

    you dont want to waste them, use them!

    Movement:RW does not concern itself too much with how a unit gets from point A to point B. As long as the

    unit can move that far then the player can move it to that point. Well, itsnot a simple as that, butits not complicated either. Oh, and this is one of those times were we make use of the units frontal

    arc too!

    So, a unit has been issued the command to move, so the player follows some simple steps to move a

    unit.

    1)

    Measure from the centre of the unit to the point within the units movement range you

    want to move the unit too.

    2)

    Check to see if the point you are measuring to is in or outside the moving units frontal arc.

    a)

    If the point you are measuring too is in the unitscurrent frontal arc, then the unit is

    moved to the point and everything is hunky-dory.

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    b)

    If the point you are measuring too is not in the unitscurrent frontal arc, but the point is

    not further than half the unitsmovement rate, everything is hunky-dory, move the unit

    to that point.

    c)

    If the point you are measuring too is not in the unitsfrontal arc and the point is further

    than half its movement rate, Move the unit to that point and place a disruption counter

    on the unit.

    Once you have moved the unit, you may rotate it on its centre point to face any direction you desire.

    This means it is important to measure from the centre of the unit and place the unit so the centre of

    the unit is over the point you measured too. That way, if you rotate the unit, it doesnt gain a little

    bit of extra movement!

    Other units, obstacles and stuff in the way

    Battlefields are never open and clear, even more so when they have armies on them! Woods, rivers

    and all sorts of obstacles can find a battle raging around them. These obstacles can cause issues for a

    commander when moving a unit.

    When moving a unit, the player needs to take into account the terrain on their tabletop and ensure

    they follow a few simple rules.

    1.

    Units must not be placed with any part of their base on impassable terrain

    2. The unit may follow a movement path as long as there is open space at least half the width

    of the units front edge. This means a unit can move between two cliffs for example if the

    space between the two cliffs is as wide as or wider than half the base width of the unit.

    Impassable terrainImpassable terrain is terrain that units cannot enter. This can be a lake, or a cliff. The players should

    agree between themselves what is impassable and what isnt on their battlefield before deploying

    armies and having a game.

    Domination zone

    Each unit has a domination zone; this represents an area in the unitsfrontal arc that we consider

    the unit to have some sort of control over.

    If a unit is within a single movement distance of an enemy unit and has that enemy unit within its

    frontal arc, the enemy unit is within the domination zone of this unit.

    It is possible for a unit to be within domination zone of an enemy unit but not have that enemy unit

    within its own domination zone. It is all down the unitsmovement rate and its frontal arc

    Units that activate and are in domination zone of one or more enemy units, which are also within

    the active units frontal arc,must do one of the following:

    Move to base to base contact with the closest enemy unit and fight combat.

    Move directly back, away from the closest enemy unit.

    Shoot, if they are able too, at the closest viable enemy unit that has the active player in its

    dominance zone.

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    Units that activate and are in domination zone of one or more enemy units, but does not have any of

    them within the active units frontal arc, must do one of the following:

    Move to a position that places the unit no longer in the domination zone of any enemy unit.

    Move to a position that brings at least of the enemy units it is in the domination zone of into

    its domination zone.

    The domination zone of Light units only affects other light units. Other unit types ignore the

    domination zone of light units.

    Interpenetration

    Units may move through other friendly unit, or interpenetrate as we call it. However, this is not

    always a simple task and can end up with units becoming disordered.

    When interpenetrating, the moving unit should have enough movement to clear the stationary

    unit/s. If not, then one of two things will happen:

    If the moving unit is of a heavier type than then stationary unit/s it is interpenetrating, the

    moving unit will displace the stationary unit/s directly backwards enough to give the moving

    unit room to be placed but in contact with the unit.

    If the moving unit is of equal or lighter type than the stationary unit/s, the moving unit may

    not penetrate and must end its movement at the point which it contacts the stationary

    units.

    Once the moving unit has completed its interpenetration movement, the player needs to check to

    see if either the moving unit or the unit/s it moved through has become disrupted.

    For light units, place a disruption counter on the unit if it was displaced. If the unit was not

    displaced, the unit is not disrupted.

    For all other units, roll a d6 and add the following modifiers to the rolls

    Moving unit testing Stationary unit testing

    Unit Type is Heavy +1 Displaced -1

    Ending move in contact with enemy unit - 2 In combat at the time -2

    If the unit modified roll is equal to or higher than its reform value (see Disruption counters), the unitdoes not receive a disruption counter. If the unit fails to reach the reform value, place a disruption

    counter on the unit.

    INSERT INTERPENETRATION IMAGE

    Moving and keeping your distance

    An active unit may not move so its end position is with 1of an enemy unit unless the active unit is

    either moving into combat or is in contact with a friendly unit of the same brigade that is moving

    into contact. (see Moving into combat)

    INSERT IMAGE HERE

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    Moving into combat

    When a unit is commanded to move, the player may wish to move the unit into contact with an

    enemy unit. After all, you wont win by running around each other all day, you need to get stuck in!

    Units must be within a single movement of an enemy unit and the player must use a move command

    to move the unit into contact with that enemy unit. This means a commander may not move a unit

    into contact with an enemy unit by using a second command that turn.

    Additionally, the target unit must be in the active unitsfrontal arc in order for the active unit to

    move into contact with the target unit. If you cant see it, you cant go and kill itExcept for if the

    units are touching corner-to-corner (see Corner-to-corner contact)

    Measure the active unitsmovement as usual and slide the active unit along the measured line

    keeping the active unitsfront base edge is perpendicular to the direction of movement until the

    active units front edge touches the target unit, the units are engaged in combat. If the active unit

    does not have enough movement to make contact, what the hell are you doing? Youre allowed topre-measure for Gods sake!!

    Units do not need to be lined up, so once the moving unit makes contact, we are good for the fight!!

    INSERT IMAGE HERE

    Moving into a units flank/back

    If you can get a unit into contact with an enemy units flank or rear base edge, you are in for a good

    time.

    When a player moves a unit into contact with an enemy unit, they must check to see if they are ableto make contact with the target units flank.

    Before moving the unit, check to see where the centre of the moving unit is in relation to the enemy

    units frontalarc. If the centre of the moving unit is within the enemys frontal arc, the moving unit

    must make contact with the front edge of the enemy unit.

    INSERT IMAGE HERE

    If the centre of the moving unit is not in the enemys frontal arc, the moving unit will make contact

    with the flank or rear edge of the target unit, whichever is the closest.

    INSERT IMAGE HERE

    If a flank is contacted, we recommend placing a marker on the contacting unit to remind you they

    have contacted the flank of the other unit when it comes to the combat phase.

    Note, units with a frontal arc of 360 do not have a flank or rear. This means that no matter where

    around the unit you contact, they are never considered to be contacted in the flank or rear.

    Moving into combat using interpenetration

    Whilst units may use interpenetration to move through friendly units, they can also make use of

    interpenetration to make contact with an enemy unit. They can even do this is the unit they are

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    interpenetrating is already in combat with the enemy unit and displacing the friendly unit out of the

    wayCant give you a bigger hit on a tactic, can I....

    Using interpenetration to move into contact with the enemy is as simple as following the Moving

    into Combat rules and applying the interpenetration rules to displace the intervening unit. Quiet

    simple really.

    INSERT IMAGER HERE

    Be warned though, once the interpenetrating move has been carried out you will likely need to roll

    to see if the units receive a disruption counter. This means you will likely end up disrupted before

    the fight begins!

    Corner-to-corner contact

    Units that activate whilst in corner-to-corner contact with an enemy unit must either move into

    contact with that unit and initiate combat, even if the unit is outside of the active units frontal arc or

    the active unit must move so it is no longer within 1 of the enemy unit.

    The one exception to this is if the unit is in edge-to-edge contact with a friendly unit that is currently

    in combat. In which case the unit may stay where it is.

    Evading

    When a light unit is contacted, it may attempt to evade if the player wishes

    How they evade is dependant what type of unit contacts them and if either unit is mounted.

    When contacted, cross ref the two units details on the following table.

    Contacting Unit

    Light

    Unit

    Mounted

    Light Unit

    Medium

    Unit

    Mounted

    Medium Unit

    Heavy

    Unit

    Mounted

    Heavy Unit

    Evading

    Unit

    Not Mounted Roll Roll Auto Roll Auto Roll

    Mounted Auto Roll Auto Auto Auto Auto

    If the result on the table is Auto, the light unit automatically evades. Move the light unit its full

    move directly away from the moving contacting unit. If unable to move the unit its full movement

    because of intervening units or terrain, move the unit as far as possible.

    If the result on the table is Roll, the players need to roll to see if the evasion is a success. Both

    players roll a d6 and if the evading unit is not mounted, the evading player applies the following

    modifiers to their roll:

    If evading unit is not mounted

    Evading from a mounted Light unit -4

    Evading from mounted Medium unit 0

    Evading from a mounted Heavy unit +2

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    If the evading units score is equal to or greater than the contacting units score, the evading unit

    evades and is moved directly back

    If the evading units score is lower than the contacting units score, the evading unit fails to evade and

    stays were it is.

    Moving commanders

    The last actions a player can do whilst they are the active player is to move their commanders.

    Each commander can be moved for the cost of a single command point each. If the player does not

    have enough command points to move a commander, that commander may not move.

    A commander may move a maximum distance of 10 inches. They may not be placed in impassable

    terrain or in base contact with enemy models.

    Units moving over commanders

    Commanders are not units, they have no fighting ability to speak of that would be considered

    effective against a unit. As such, you dont want to let you commanders get to close to the enemy

    units!

    If a friendly unit moves over a commander and has enough movement to clear the commanders

    base, the commander stays where it is and there is no effect. If the friendly unit does not have

    enough movement to clear the commander, the commander is displaced to the centre of the closest

    edge of the unit. If more than one edge is of equal distance for the commander, the owning player

    decides which of the eligible edges the commander is moved too.

    If an enemy unit moves over a commander, well, the commander is dead or captured. I did warnyou!

    ShootingA unit with a shooting stat is able to make a shooting attack up to the ranges specified in the stat.

    To make the ranged attack, measure a line from the centre of the shooting unitsfront edge to the

    centre of the closest edge of the target unit.

    If all the following points are true, you may make a ranged attack:

    The target unit is within shooting range of the shooting unit as specified by the shooting

    units

    The target unit is within the shooting units frontal arc

    The line you draw between the units does not go over any other unit or terrain piece that

    blocks LoS

    Roll a number of D6 equal to the shooting units shooting stat and add up the total value rolled. Then

    modify the total with any and all modifiers that may apply and any USRs from either unit that may

    affect the roll. The result is the units ranged attack result for that attack.

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    Situation Modifier

    Per disruption counter on shooting unit - 1

    Combat

    Units from opposing forces that are in base to base contact are in combat and must fight during the

    combat phase of the turn.

    Both players roll a number of D6 equal to their unitscombat stat and add up the total value they

    rolled. Then both players modify the total they rolled with any and all modifiers that may apply and

    any USRs from either unit that may affect the roll. The result is the units combat attack result for

    that attack.

    Situation Modifier

    Unit is Light and fighting a non Light unit - 1Unit contacted in flank - 2

    Unit outnumbered -1 per enemy unit

    Multiple Combats

    When outnumbered, the outnumbered unit has a -1 per unit they are fighting. A unit is

    outnumbered if it is in contact with more than one enemy unit and each of those is only in contact

    with the outnumbered unit

    INSERT IMAGE OF MULTIPLE COMBATS HERE.

    Each unit rolls their respective combat dice and modifiers them as usual. The outnumbered unit

    compares their combat attack result to each of the enemys combat disruption stats independently

    and applies disruption to them in the usual way.

    The outnumbered unit will then potentially receive disruptions from all enemy units it is fighting

    independently as they compare their combat attack result

    Losing combat

    During combat, in addition to potentially taking disruption, the likely hood is that one or more units

    in the combat will be forced to fall back.

    Compare each units combat attack result with all enemy units it is in combat with. Irrespective of

    disruptions caused, the a unit that rolled a lower combat attack result than the enemy unit is

    considered to have lost the combat and must fall back, see Falling Back.

    Drawn Combat

    In a situation of two units rolling the same combat attack result, the unit that rolled the most

    number of dice is the loser and must fall back.

    If both units rolled the same number of dice, the unit that moved into combat must fall back.

    In all cases of draws, all units involved receive one disruption counter.

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    Falling Back

    After combat, a unit forced to fall back. When this happens, the unit must be moved directly

    backwards 1 base depth.

    When falling back, units WILL force themselves through friendly units of a equal or lighter type.

    When this type of interpenetration happens, all units involved take a disruption counter. Sorry, no

    choice.

    If the falling back unit makes contact with a unit type that is heavier than the falling back unit, the

    falling back unit must stop when contact is made and receive a disruption counter.

    If a falling back unit would move into contact with an enemy unit, they will stop 1 away from the

    enemy unit and receive an additional disruption counter.

    Disruption Counters

    In RW, we use disruption counters to represent how tired and spent a unit is. Units can only sustainso much disruption and if a commander isnt careful the unit will disintegrate from the battle field

    and take no more part in the battle.

    A commander who knows what they are doing will pull a unit from the battle line and give it time to

    reform and recover before committing them again with renewed vigour.

    Causing disruptions

    Once the players know the units attack value for an attack, either shooting or combat, they need to

    see how much disruption they have caused to the target unit, if any at all.

    Divide the combat attack result by the target units disruption stat for the specific attack type (the

    defenders Shooting Disruption stat when targeted by shooting attacks, the defenders Combat

    Disruption stat when targeted by combat attacks) and rounding down to the closest full number.

    The resulting value is the number of disruption the target unit receives.

    For example. a unit has a ranged attack result of 11, the defending units disruption caused by

    Shooting is 4. 11/4 is 2.75, which is rounded down to 2. The defending unit receives 2 disruption

    counters.

    Disruption counters and combat or shootingFor each disruption counter a unit has on it, the unit receives a -1 to all combat and all shooting rolls

    it makes.

    Removing units

    When a unit receives a disruption counter that will take the number of disruption counters on the

    unit to four, the unit has had the fight beaten out of it. Remove the unit immediately.

    Removing disruption counters

    Players can remove disruption counters from units by commanding them to do so.

    Units can only attempt to remove disruption counts if the active unit is not in combat with an enemy

    unit or not in contact with a friendly unit that is in contact with an enemy unit at the time.

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    Once the command has been made, the player rolls a D6 for each disruption counter currently on

    the unit. Remove one disruption counter for each die that rolled equal to or greater than the units

    Reform stat

    If the unit is in an enemy unitsdomination zone, apply a -1 to the dice rolls.

    Army buildingBuilding an army list is pretty simple in Relics War.

    Each player needs at least one commander but can have more observing the following points:

    The first commander is the free commander listed on the army list.

    Subsequent commanders cost a number of points equal to the second commander listed in

    the army list.

    The units that make up an army are split into two categories, Core and Special. The player must

    observe the following restrictions:

    There must be at least one core unit for each commander taken. These units are not

    assignedto the commanders, you just have to make sure you have at least one core unit

    per commander.

    There is no maximum limit on the number of core units in a force.

    The total number of special units in the army must not exceed the total number of core units

    in the army.

    And that is about it!

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    Britanans

    Commanders

    Stats Bases size Cost

    FirstCommander 2/4 50mm Free

    Subsequent Commanders 2/4 40mm 4 Points

    Core Units

    Trooper Unit 5 points180mm wide

    60mm deep Disruptions received fromFrontal Arc Move Type Combat Shooting Combat Shooting Reform

    45 5 Medium 2 12/2 4 5 4+

    UAR: Unreliable

    Dragoons Unit 5 points 90mm wide

    90mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    360 8 Light 2 8/2 3 4 3+

    UAR: Unreliable

    Special Units

    Grenadier Unit 10 points90mm wide

    60mm deep Disruptions received fromFrontal Arc Move Type Combat Shooting Combat Shooting Reform

    45 5 Medium 3 10/3 5 5 3+

    UAR: Unreliable

    Marksmen Unit 8 points 90mm wide

    90mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform360 5 Light 2 15/2 3 5 3+

    UAR: Unreliable

    Highlander Unit 8 points 90mm wide

    90mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    45 6 Medium 3 - 5 5 4+

    UAR: Unreliable, Broadswords

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    Orcnar

    Commanders:

    Stats Bases size Cost

    First Commander 2/3 50mm Free

    Subsequent Commanders 1/3 40mm 2 Points

    Core Units

    Unmann Unit 7 points90mm wide

    90mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    45 6 Medium 3 - 5 6 4+

    UAR: Fluid Unit

    Docga Unit 8 points120mm wide

    80mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    45 8 Medium 4 - 5 5 5+

    UAR: Outrider

    Special Units

    Eotan Unit 9 points120mm wide

    80mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    Base Width 5 Heavy 5 - 6 6 4+

    UAR: Hardened 5

    Grymann Unit 3 points90mm wide

    90mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform360 6 Light 2 8/2 3 4 4+

    UAR: None

    Spatga Unit 5 points80mm wide

    40mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    45 5 Medium 1 12/3 3 4 5+

    UAR: Acid

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    Vaettir

    Commanders:

    Stats Bases size Cost

    First Commander 2/5 50mm Free

    Subsequent Commanders 2/4 40mm 4 Points

    Core Units

    Varrier Unit 7 points90mm wide

    90mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    45 6 Medium 3 - 4 6 3+

    UAR: Blade Masters

    Varbres Unit 3 points90mm wide

    90mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    360 8 Light 2 - 3 5 4+

    UAR: Dodge

    Special Units

    Vstonin Unit 8 points120mm wide

    80mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    Base Width 4 Heavy 4 - 6 6 3+

    UAR: Broadsword

    Cwalu Unit 7 points90mm wide

    60mm deep Disruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    45

    5 Medium 4 - 5 5 3+

    UAR: Leach

    Cylod Unit 6 points90mm wide

    60mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    45 5 Medium 2 12/3 4 5 4+

    UAR: None

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    Nuem

    Commanders:

    Stats Bases size Cost

    First Commander 2/5 50mm Free

    Subsequent Commanders 2/4 40mm 4 Points

    Core Units

    Paenitentiam Unit 5 points90mm wide

    90mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    45 5 Medium 2 - 4 5 4+

    UAR: Chains

    Dedicatus Unit 9 points120mm wide

    80mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    Width 5 Heavy 4 - 6 6 3+

    UAR: Hardened 5

    Special Units

    Tormenta Unit 8 points80mm wide

    40mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    Width 5 Heavy - 10/3 6 6 3+

    UAR: Black Pulse

    Concursus Unit 6 points90mm wide

    60mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform45 5 Medium 3 - 5 5 -

    UAR: Automaton

    Sagittarius Unit 6 points90mm wide

    60mm deepDisruptions received from

    Frontal Arc Move Type Combat Shooting Combat Shooting Reform

    45 5 Medium - 10/2 5 5 -

    UAR: Automaton

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    UAR:

    Acid:When making a ranged attack, if a double is rolled on the attack roll, immediately roll an

    additional D6 and add the result to the units ranged attack result.

    Automaton:In order for this unit to be activated, it must be in base-to-base contact with a non-

    automated unit. Note, it does not necessarily need to be brigaded with the unit however.

    In addition, when making reform rolls this unit uses the reform value of a non-automated unit it is in

    base-to-base contact with.

    Black Pulse:When making ranged attacks, roll an additional D6 and discard a single die that rolls the

    lowest.

    Blade Masters:When making a combat attack, if a double is rolled on the attack roll, immediately

    roll an additional D6 and add the result to the units combat attack result.

    Broadswords: When making combat attack rolls, this unit may reroll a single D6. The result of the

    reroll must be used.

    Chains:Enemy units making combat attack rolls whilst in base contact with this unit receive a -1 to

    their combat attack result.

    Dodge:During combat, this unit may force a single enemy unit that is making a combat roll against it

    to reroll a single D6. The result of the reroll must be used.

    Fluid Unit: Once per turn when this unit may activates, you may move a maximum of one

    disruptions counter from this unit to a friend unit with the Fluid Unit USR that is in contact with this

    units rear edge. A unit with Fluid Unit may move or receive a max of 1 disruption counter per turn.

    Hardened 5: When this unit received disruption counters from a combat or shooting attack, roll a

    D6. On a roll of 5 or 6, ignore one disruption.

    Leach:When this unit causes another unit to receive one or more disruption counters, remove a

    single disruption counter from this unit. The removed disruption counter cannot have been placed

    on this unit this turn. The number of disruption counters on this unit cannot go below zero.

    Outrider:Requires one less command point when activating a unit to carry out commands.

    Unreliable: When this unit makes any roll that utilises the Reform stat, the unit must reroll any dice

    result of a 6. The second roll result must be used.