Download - Relics Public Beta v1.0
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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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Relics beta version 1.0
Inside cover. Purposefully Left Blank
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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.
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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