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Relic knights Rule Book

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  • CREATED BYJohn Cadice Chris BirkenhagenDeke Stella

    CREATIVE DIRECTORJohn Cadice

    CHIEF OPERATING OFFICERChris Birkenhagen

    LEAD DESIGNERDeke Stella

    GRAPHIC DESIGNKris Aubin

    GAME DESIGNBlackball Games, Inc

    WRITINGDeke StellaChris BirkenhagenBlackball Games, Inc

    ADDITIONAL DEVELOPMENTJohn CadiceKevin ClarkMatthew HopeDuncan HuffmanChris NorrisJacob PiersonChris Strodel

    FICTIONChris BodanDeke Stella

    EDITINGHaydn CooperJason EstesMark HandfordMike HotalingSam KenkelWilliam LittellGeoffrey LykkenAsger TobiesenNick Toennis

    COVER ILLUSTRATIONChester Ocampo

    ILLUSTRATIONNicole CepedaAndrea CofrancescoChester OcampoElmer DamascoGunship RevolutionRyan KinnairdEin LeeReinaldo Quintero

    SCULPTINGThomas DavidPaolo FabianiJacques-Alexandre GilloisJason HendricksBobby JacksonLukasz KrysaBen MeisnerMIKHHector MoranStephane Nguyen Van GioiIJames Van Scheik

    PAINTINGKate EvansDaniel Twiss

    THE LEGENDRoss Thompson

    CUSTOMER SERVICEJacob Pierson

    WEBSITELig Dwars

    PLAYTESTINGJason BlackstockBlake BronsonJon BurschDa Mommas BoyzNathan FontaineMichael McCllanChris NorrisAlex OdenDerek OsborneSteve PozywioBen RappaportRaymond RappaportJohn SimonChris StrodelGregory SztainShane YorkSoda Pop Community

    BLACKBALL GAMES, INCKevin ClarkMatthew HopeDuncan Huffman

    2

  • THE GAME

    AT A GLANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

    GAME ELEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . 6

    KEY CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . .10

    GAME SETUP . . . . . . . . . . . . . . . . . . . . . . . . . . . .19

    PLAYING THE GAME . . . . . . . . . . . . . . . . . . . . .23

    ACTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25

    KNIGHTS & CYPHERS . . . . . . . . . . . . . . . . . . . .29

    SQUADS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31

    TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35

    VICTORY CONDITIONS . . . . . . . . . . . . . . . . . . .39

    REFERENCE

    BOOSTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44

    GENERAL ACTIONS . . . . . . . . . . . . . . . . . . . . . .44

    TRAITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48

    ORDER OF OPERATIONS . . . . . . . . . . . . . . . . .50

    ABILITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52

    INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56

    Soda Pop Miniatures LLC, Bothell, WA 98021

    Made in China

    2013 Developed by Soda Pop Miniatures LLC. All Rights Reserved.

    Published by CoolMiniorNot Inc., Alpharetta, GA 30005.

    Relic Knights is a trademark of Soda Pop Miniatures LLC.

    SPM 148001

    3

  • WELCOME TO RELIC KNIGHTSThe Darkspace Calamity engulfs the universe. Inexorably it devours galaxies whole, their lights extinguished one by one. Only a single galaxy remains, desperately staving off extinction through the might of its heroes. This book is your chance to plunge headlong into this epic conflict with your own cadre of powerful champions to combat the Calamity and determine the fate of the universe!

    Relic Knights is a quick and dynamic tabletop strategy battle game that uses finely detailed 30mm scale miniatures to represent your heroes and villains on the battlefield. Relic Knights uses a card-based system to represent esperthe energy which binds the universe. Players draw and use this esper to unleash devastating attacks and cunning counters upon their foes.

    A Relic Knights force is built around either a Relic Knight or Questing Knight. Potent warriors and wielders of esper, they are your cadres leader and determine what other models can be recruited.

    Each knight is bonded to a cypher. Born of pure esper, each cypher has chosen a knight that reflects their own motivations and desires; granting them powers beyond the mortal ken. The knight and their cypher are joined in battle by select individuals who have rallied to their cause and will form their cadre.

    Some cadres are formed entirely of unique individuals, each a mighty hero in their own right, fighting for a cause sacred to themselves. Others are surrounded by minions and gruntsthe everyman soldier, most having joined the knight in service of some greater cause: nation, race, creed, or greed. Regardless of their composition, with a knight leading their charge, these cadres make up the most potent fighting forces the galaxy has ever seen.

    As Calamity looms, they represent the universes last hope. Their actions will lead to its salvation or herald the destruction of all things.

    4

  • FOREWORD

    It all started with a little Candy. Since we started Soda Pop

    Miniatures, it has been our dream to bring a universe full of

    action, great miniatures, and colorful heroes to tabletops

    and imaginations worldwide. We are a humble lot, three

    close friends, miniature gamers all, and with our powers

    combined, we are honored to present you the first edition

    of Relic Knights: Darkspace Calamity. After several years it

    even let us quit our real jobs and start working towards

    that dream as a full time pursuit. Suddenly Relic Knights

    wasnt just a possibility, it was a reality.

    This project has been a culmination of hard work, late

    nights, and dedication to the dream that with a little bit of

    skill, imagination, and faith, you can do anything. We have

    enjoyed bringing our vision to your tabletops, loved meeting

    you on shows, and look forward to many more years making

    some of the coolest miniatures and games around.

    John Cadice

    In many ways the story of Relic Knights is the story of

    Soda Pop Miniatures. It started with our emptied savings

    accounts, a couple of collectible models, and a dream of

    something bigger. The success of those models let us make

    even more. After several years it even let us quit our jobs

    and start working towards that dream as a full time pursuit.

    The advent of Kickstarter just further increased what the

    game could be. Before we knew it our little dream had

    exploded into an epic universe with dozens of models,

    pages of fiction, and awesome art. Suddenly Relic Knights

    wasnt just a possibility, it was a reality.

    We owe it all to you. To our friends and families who have

    dealt with our ridiculous hours, and sleep deprived manias.

    To our fans who have stood by our side through the

    inevitable highs and lows, through our years of growth and

    development, to finally hold this in your hands. We think

    the wait has been worth it, and we know that if anyone can

    save the universe from the Darkspace Calamity, its you.

    Deke Stella

  • Before playing, players agree on a game size and recruit their cadres. Players then determine who is the Hero and who is the Villain. The Villain generates the scenario conditions both players will be using. The players then set up the battlefield with terrain and alternate taking turns deploying units on the battlefield. Once units have been deployed, players set their ready queue and draw their hand up to five cards. Then the battle begins.

    During the battle each player takes turns activating a single unit. During the active units turn it will be allowed to make an initial move, use an action, then take a follow-up move. The players then reset their ready queue. Play continues between players, alternating turns, until one player reaches enough victory points to win or their opponent surrenders the game.

    Before launching into your Relic Knights game, there are several essential components you will need to play the game. This section covers the basic game elements you will be using.

    OBJECTS An object refers to any game element placed upon the table. This includes models, terrain, markers, and tokens. Remember that when you see a rule that refers to objects, it is referring to any and all game elements.

    MODELSModels are the miniatures and markers used to play a game of Relic Knights. Models in your cadre are referred to as friendly models, while models in your opponents cadre are referred to as enemy models.

    UNITSEach model or group of models represented by a single tracker card is referred to as a unit. A unit comprised of multiple models of any type is referred to as a squad. Units all have a number of attributes that are used to define their abilities, strengths and weaknesses.

    UNIT CARDSAll units have two cards that represent them, a tracker card and a reference card.

    The tracker card is placed on the dashboard and is used to keep track of the units activation, health, and skills.

    The reference card lists the units abilities, actions, and traits. Knights have a large double sized reference card, this is due to their greater number of rules and has no in-game effect. Reference cards cannot be played in the dashboard.

    NAME This is the units name and how they are identified on the table.

    FACTION Most units belong to one of the many organizations and groups throughout the universe. A units faction shows its allegiance to one of these groups. Certain abilities, powers and effects may affect units of a specific faction differently.

    AFFINITY Every living thing in the universe is influenced by esper, the energies that form the building blocks of existence. Most beings have a particular connection to one of the various facets of the universe, a connection that helps define their powers and abilities.

    The color of the units faction symbol indicates which one of the six types of esper it shares affinity with. Details on esper affinity is discussed in Affinity, page 15.

    6

    CARD SLEEVES During a game of Relic Knights there are several things you need to keep track of when using your tracker card: health, held esper, minion identification, etc. We recommend using clear plastic card sleeves for your tracker cards. Then you can use a dry or wet erase marker to track damage, etc. without damaging the game card.

    GAME ELEMENTS

  • 7TYPE There are several types of models used in Relic Knights.

    Relic Knight: Relic Knights are warriors and heroes, gifted with powerful esper constructs called Relics and empowered by mystical creatures known as cyphers. Along with Questing Knights, Relic Knights are collectively referred to as knights.

    Questing Knight: Questing Knights have only recently manifested a cypher and now travel the galaxy seeking to prove themselves worthy of a mighty Relic of their own. Along with Relic Knights, Questing Knights are collectively referred to as knights.

    Cypher: Enigmatic creatures born of pure esper, cyphers hold the keys to the mystery of the Darkspace Calamity that has descended upon the universe. Each cypher is bound to a single Relic Knight or Questing Knight

    Unique: Uniques are individual characters that have joined the cadre of a knight seeking glory and an adventure of their own.

    Minion: Minions make up a diverse panoply of noble warriors, trained soldiers, cunning racers and others that join the knights in their battles.

    Squad: Squads are tightly knit units of multiple models that function together on the battlefield to devastating effect.

    COST All units have a point cost that is used to define the overall value of the unit on the battlefield. In general, units with a higher point cost are more powerful than units that cost fewer points.

    When players recruit their cadre, the total cost of all their units determines the size of the game being played. More information about recruiting your cadre is discussed in Game Setup, page 19.

    BASEEvery model has a base that it stands on. The base represents how much space a model occupies and helps determine what the model can see. A model must be fastened to the appropriate sized base. All bases sizes are listed in millimeters.

    SIZE The size of a unit determines how it interacts with other units and objects. Units will have a size attribute of 0 or higher. A units size is used in determining line of sight and how it interacts with objects on the battlefield. Line of sight is discussed in Key Concepts, page 12.

    ARMORA units armor represents how resilient or protected it is against damage. Armor reduces the amount of damage a unit takes when it has been hit. Applying damage is discussed in Actions, page 26.

    6-4

    2-2

    2-2

    1-2

    2

    SWORDSWORNSHATTERED SWORD MINION SQUAD

    5(+1) 30 2

    I pledge my life to The Order and to defend those in need.

    SwordSworn-Tracker.indd 1 2013-06-20 9:59 PM

    RIN FARRAHCERCI SPEED CIRCUIT UNIQUE

    UNSEEN SHOT: Damage 6

    - Gain Piercing 2

    HEADSHOT: Damage 6

    - Gain Piercing 2

    - The target may not Recover.

    TAKE COVER:

    - Gain Feint 3

    KILLZONE: AoE, Debuff

    Units entering the area suffer Damage 3, as long as Rin has LoS to the unit.

    TRAITS: Human

    ABILITIES: Creation Initiate, Law Initiate, Stealth

    RinFarrah-Reference.indd 1 2013-07-14 4:28 PM

    Name

    NamePortrait

    Faction

    Faction

    TypeMinion Flag

    Type

    Actions

    Cost

    Speed

    Melee

    Ranged

    Psychic

    Armor

    Held Esper

    Health

    Base

    Size

    Affinity

    TRACKER CARD

    REFERENCE CARD

    Affinity

    AbilitiesTraits

  • 8COMBAT SKILLS How effective a unit is in combat is determined by its combat skills. Combat skills are divided into three categories based on the type of attack: melee, ranged and psychic.

    Melee represents a units ability in close combat with a wide assortment of swords, staves, fist, claw, etc. Ranged represents their aptitude with firearms, bows, thrown weapons, etc. While psychic represents attacks made by manipulating esper with the mind or complex ritual.

    The first value is the attack skill. The second value is the defense skill. Using combat skills is discussed in Actions, page 25.

    MINION IDENTIFICATION Use this space to write a number, letter, or other symbol to help you identify which card belongs to each minion unit.

    ABILITIES Abilities are inherent powers and talents that a unit possesses that have an effect in the game. Unless otherwise specified, abilities are always active.

    If an abilitys effects are not listed on the units card they will be detailed in Abilities, page 52.

    SPEED A units speed is used to determine how quickly it moves around the battlefield. Units have two parts to their speed skill.

    The first value is the maximum distance a unit may move before making an action during its activation, called the initial move.

    The second value is the maximum distance a unit may move after making an action during its activation, called the follow-up move. Movement rules are discussed in Key Concepts, page 11.

    HEALTH When a unit suffers damage it gets closer to falling in battle. A units health determines how much damage it can take before being removed from play. When a units health is reduced to zero it is removed from the game. Players will use their tracker card to keep track of a units health throughout the game as it suffers damage or is healed.

    HELD ESPER Most units have the ability to store esper, called held esper, keeping it for later use to launch powerful attacks. There are many ways a unit can gain held esper. Details on held esper are discussed in Key Concepts, page 16.

    TRAITS: HumanABILITIES: Cypher (Rook), Law MasterCADRE ABILITY

    OATH OF THE SIX:If Sebastian can be a legal target for the attack, redirect it to him.

    SEBASTIAN CROSSSHATTERED SWORD RELIC KNIGHT

    DIVINE PROTECTION: Replace Sebastians Armor with the value below.

    Held Esper: 1 - 2 3 - 4 5+Armor: 5 6 7

    BENEDICTION: Damage 6, Push 4

    - Increase to Damage 9

    - Increase to Push 6

    SHATTERED SWORD: , Damage 8, Piercing 2

    - Increase to Damage 10

    - The target may not use attack prevention actions.

    WRATH: Pull 6

    - Gain Damage 6

    - Increase to Pull 9

    CONVICTION: Armor 4

    - Gain Recover 4

    SPEARHEAD:

    Move Sebastian 6. After this movement, all models within 3 are pushed 5. Sebastian cannot make a follow-up move.

    Sebastian-Reference.indd 1 2013-07-13 1:29 PM

    KNIGHT REFERENCE CARD

    Name Type Esper Expression

    Portrait

    Traits

    Abilities

    Cadre Ability

    Faction

    Actions

    Affinity

  • 9ACTIONS All units have specific actions that they can take during their activation. The rules for these actions, including the esper cost to activate and their effects are listed in the units description. Details on taking actions are found in Actions, page 25.

    TRAITS Traits are used to classify a unit and explain what kind of being it is. Traits can encompass a units race, a specific military unit it is part of, or a general archetype it encompasses. A units traits are used to determine how it is affected by certain effects and abilities; otherwise they are completely passive and provide no direct game effect. Many of the traits found in Relic Knights are detailed in Traits, page 48.

    ESPER DECKThe esper deck is a standardized deck of 42 cards which represent the esper units will spend to take their actions. Each player will need one deck. The esper deck is discussed in Key Concepts, page 16.

    DASHBOARDEach player has an area near the battlefield called the dashboard. The dashboard is used to organize your tracker cards and determine your units order of play. Details on using the dashboard are found in Key Concepts, page 10 and Playing the Game, page 23.

    TERRAINThe objects on the table that represent things like trees, buildings, hills and other features of the battlefield are collectively referred to as terrain. Detailed rules for terrain can be found in Terrain, page 35.

    MEASURING DEVICEPlayers will often need to measure distances for movement, effects and other reasons. During a game, players can take measurements at any time, for any reason.

    Units of measurement, including movement and all other measurements, are always listed in inches.

    To measure a distance between objects, measure the closest distance between the two objects from the edge of each of their bases.

    Moffet and Valeria clash!

  • Relic Knights has several key concepts that are used throughout the game. Key concepts inform and shape how the rest of the rules function.

    DASHBOARDEach player has an area near the battlefield called the dashboard. Each unit in your cadre is represented by their tracker card on the dashboard.

    ACTIVE SLOT The active slot is where the active unit is placed during its activation.

    READY QUEUE The ready queue determines the order that your units activate in.

    Whenever a tracker card leaves the ready queue the remaining tracker cards immediately slide in the queue to the next available slot, from right to left.

    A unit whose tracker card is in the ready queue is referred to as ready.

    IDLE SECTION The idle section is where all units that are still in play but not ready are placed. A unit whose tracker card is in the idle section is referred to as idle.

    LINKED SLOT The linked slot is where a tracker card is placed if it is linked and going to activate this turn. The Linked [Unit] ability and its rules are discussed later. Units in the linked slot are considered idle until they are moved to the active slot.

    DEAD PILE The dead pile is where a units tracker card is placed when it has been destroyed or otherwise removed from the game.

    DRAW PILE The draw pile is where your esper deck is placed face down.

    DISCARD PILE The discard pile is where spent and discarded esper cards are placed face up

    10

    6-6

    3-2

    2-1

    1-2

    0

    BETTYCERCI SPEED CIRCUIT UNIQUE

    10 30 2

    Move it you slugs! Weve got a race to win!

    Betty-Tracker.indd 1 2013-06-20 5:33 PM

    4-4

    3-1

    2-1

    1-1

    2

    LUGCERCI SPEED CIRCUIT UNIQUE

    11 50 3

    Me Lug. Lug love Betty.

    Lug-Tracker.indd 1 2013-06-20 5:34 PM

    12-8

    3-3

    3-3

    2-2

    1

    PRINCESS MALYACERCI SPEED CIRCUIT RELIC KNIGHT

    18 80 3

    Heres a trick you cant do!

    Malya-Tracker.indd 1 2013-06-20 5:37 PM

    10-7

    1-3

    1-2

    1-2

    2

    PACERCERCI SPEED CIRCUIT MINION

    6 50 3

    Caution! My sensors indicate that you are on fire.

    Do you require assistance?

    Pacer-Tracker.indd 1 2013-06-20 5:36 PM

    10-8

    1-2

    4-3

    2-3

    0

    SUICIDE QUEENCERCI SPEED CIRCUIT QUESTING KNIGHT

    14 40 3

    There isnt a problem in the universe that a lucky

    ricochet cant handle.

    Suicide Queen-Tracker.indd 1 2013-06-20 5:39 PM

    10-8

    3-2

    1-2

    1-20 HELLS B

    ELLESC

    ERC

    I SPEED

    CIR

    CU

    IT MIN

    ION

    SQU

    AD

    5(+

    1)

    40

    3You should have just paid. You certainly cant

    run fast enough.

    HellsB

    elles-Tracker.indd 1

    2013-06-20 5:34 PM

    6-5

    MR.TOMNCERCI SPEED CIRCUIT CYPHER

    30 1

    Feel the wind course across your skin, there is power there.

    Mr.Tomn-Tracker.indd 1 2013-06-20 5:35 PM

    6-6

    2-2

    1-2

    1-2

    1

    PIT CREWCERCI SPEED CIRCUIT MINION SQUAD

    4(+1) 30 2

    If you cant fix it, BANG it back into shape!

    PitCrew-Tracker.indd 1 2013-06-20 5:36 PM

    6-6

    ROLLOCERCI SPEED CIRCUIT CYPHER

    30 1

    ARF!

    Rollo-Tracker.indd 1 2013-06-20 5:38 PM

    Dead PileToken PileLinked Slot

    Active Slot Ready Queue Idle Section Draw Pile

    Discard Pile

    KEY CONCEPTS

    DASHBOARD

  • MOVEMENTMovement is a large part of Relic Knights. Models will quickly dart across the battlefield as they engage their enemies and activate their powers.

    Whenever an object is moved, measure the distance the object travels from the edge of its base in the direction of the movement. No part of the objects base may move further than the value indicated by the source of the movement.

    An object can change direction any number of times during its movement. Move the object the desired number of inches in one direction before moving in the next direction.

    When an object completes its movement; it is said to have stopped. There are some effects that can cause an object to stop before it has completed all of its movement. A player may also choose to stop an object without using its total movement.

    When a rule requires you to move an object, it will indicate the number of inches the object moves.

    MOVING THROUGH OBJECTS When an object contacts another object (including another model) that is smaller in size than itself it may move through the object, effectively ignoring the object. An object cannot move through objects their size or larger, unless it possesses special rules stating otherwise (e.g. thruster ability).

    A model may never stop on top of another model, all though it may stop on top of other objects such as terrain or tokens.

    FORCED MOVEMENT When an object is moved and its owner does not get to decide where it goes, it is considered forced movement. This includes objects moved by compel, overrun, pull, and push.

    An object subjected to forced movement can only move over open ground, regardless of their size.

    If the object comes into contact with any other object the object stops moving immediately. If the object it came in contact with is Size 2 or greater the unit suffers Damage 3. No damage is suffered if it began the forced movement already in contact with the object.

    Forced movement may cause an object to fall off of elevated terrain, taking damage as detailed in Terrain, page 35.

    Objects suffering damage as a result of forced movement may use damage prevention actions or abilities as described in Passive Damage, page 28.

    FREE MOVEMENTFree movement is any movement an object makes that is not forced. The most common free moves an object will make are its initial and follow-up moves, using its speed skill. Additional free moves include charges and feints.

    BOARD EDGEObjects may never move off of the edge of the battlefield. If an object using free movement contacts the board edge it may continue its movement in another direction. If an object contacts the board edge due to forced movement it immediately stops without taking damage.

    PLACEWhen an effect causes an object to be placed, put the object in the specified location. Objects must be placed so that there is room to place each object so that they can physically sit, unaided, on the battlefield without toppling over. Effects that prevent an object from moving do not prevent it from being placed and vice-versa.

    CONTACT Many effects, actions and rules apply to objects in contact with one another. An object is considered in contact with another object if its base is touching the objects base. Some objects, such as terrain, may not have a proper base; in these instances you use the perimeter of the object as the base.

    An object in contact with an enemy object can move away from the enemy object when making free or forced movement of any kind.

    11

    4

    2The model moving around the corner has a speed skill of 6.

    First it moves 2 to get to the outside of the corner. Then it moves the last 4 for a total of 6 moved.

  • 12

    LINE OF SIGHTLine of sight (LoS) is used to determine if one object can see another and what objects (if any) are between them.

    To determine if an object is in LoS of a model, check the sight window for any objects between the model and its target. To determine the window, look down from above the table and imagine a line connecting the left side of the models base to the left side of the targets base, and then the same for the right side. The window is the area between these two lines.

    After determining the window, each object in the window must be identified as an obscuring object or a blocking object, using the conditions outlined below.

    OBSCURING OBJECTSObscuring objects can provide cover (as explained below) but do not block LoS. An object is obscuring if it satisfies one of the following conditions:

    If the objects size is smaller than both the model and the target. (Object fig. 1)

    If the objects size is smaller than either the model or the target and is not determined to be a blocking object from the chart below. (Object fig. 2)

    WINDOW: The blue shaded area is Model As window to determine LoS to Target B

    A B

    BSize 2

    BSize 2

    Size 1

    Size 2

    ASize 3

    ASize 3

    Object Fig.1

    The object is smaller in size than both the Model A and the Target B.

    Object Fig.2

    The object is only smaller in size than Model A and no blocking condition is fulfilled.

    Broadside

  • 13

    BLOCKING OBJECTSBlocking objects block LoS. An object is blocking if it satisfies one of the following conditions:

    If the objects size is equal to or greater than both the model and the target. (Object fig. 3)

    If only the target is in contact with the object and the object is of equal or greater size than the target. (Object fig. 4)

    If only the model is in contact with the object and the object is of equal or greater size than the model. (Object fig. 5)

    If both the model and the target are in contact with the same object and the object is equal or greater in size than one of them, and greater than 3 wide between them. (Object fig. 6)

    BSize 2

    BSize 2

    Size 3

    Size 2

    ASize 3

    ASize 3

    Object Fig.3

    The object is equal to or greater in size than both the Model A and the Target B.

    Object Fig.4

    The object is smaller in size than the Model A but is equal in size to the Target B, which is the only model in contact with the object.

    ASize 2

    BSize 2

    Size 2

    Size 25 wide

    BSize 3

    ASize 3

    Object Fig.5

    The object is smaller in size than the Target B but is equal in size to the Model A, which is the only model in contact with the object

    Object Fig.6

    The object is smaller in size than the Model A but is greater than 3 wide and both models are in contact with the object.

    After identifying each object in the window as obscuring or blocking, attempt to draw a line from the model to the target that does not cross any object or that only crosses obscuring objects. If such a line can be drawn the target is in LoS. (Line of Sight Fig.1 and Fig.2)

    If no line can be drawn that does not cross a blocking object, LoS is blocked. (Line of Sight Fig.3)

    Quill

  • 14

    Cover Fig.1

    The obscuring object is size 1.Target B is within 1 of the object and has cover.Target C is within 1 but it is size 3, so does not have cover.Target D is not within 1 of the object and does not have cover.

    Size 1

    ASize 2

    BSize 2

    DSize 2

    CSize 3

    COVERIf the single line drawn to determine LoS crosses any obscuring object and the target is within a number of inches less than or equal to the objects height, it has cover.

    If the targets size is twice the size of the object or larger, the target does not have cover. (Cover Fig. 1)

    Uses for cover are explained in more detail in Terrain, page 35.

    FACING Though models may have a clear direction that they face, there is no need to determine a models facing. Assume that all models can see in all directions at all times.

    Line of Sight Fig.1

    Model A can draw a clear line to the Target B. Model A has LoS to Target B.

    Line of Sight Fig.2

    Model A can draw a line to the Target B that only crosses obscuring objects. Model A has LoS to Target B.

    Line of Sight Fig.3

    Model A cannot draw any line to the Target B that does not cross a blocking object. Model A does not have LoS to Target B.

    ASize 3

    ASize 3

    ASize 3

    Obstructing ObjectSize 2

    Obstructing ObjectSize 2

    Obstructing ObjectSize 2

    Blocking ObjectSize 3

    Blocking ObjectSize 3

    Blocking ObjectSize 3

    BSize 2

    BSize 2

    BSize 2

    Blocking Object Size 3

  • 15

    ESPER AFFINITYEsper is the primal energy that binds everything in the universe. It is everywhere and it infuses everything. Some species harness esper through technology, others through meditation and mysticism, while some tap into it on a purely instinctual level.

    There are six types of esper: creation, law, corruption, entropy, chaos, and essence. A units affinity is represented by the color of the faction icon on their tracker and

    reference cards. All units have a single esper type that they are aligned to, called their affinity.

    The esper types to either side of a units affinity on the wheel are sympathetic, while the esper type directly opposite of it is in opposition. Radiant and Void units are not sympathetic with any esper, and are in opposition with all three types included in their opposite. For most battles a unit will only be part of a cadre with the same affinity, but specific units or unique scenarios may allow alliances with units with a different affinity.

    Chaos

    Entropy

    Corruption

    Essence

    Creation

    Law

    =

    Creation Law Essence Radiant

    =

    Corruption Entropy Chaos Void

    Law Chaos

    Essence

    Creation

    Corruption

    Entropy

    Shattered Sword Star Nebula Corsairs

    Doctrine

    Cerci Speed Circuit

    Black Diamond

    Noh Empire

  • 16

    ESPER DECKThe esper deck is a deck of 42 cards, representing the esper that units spend to take their actions. Each esper deck is a standardized deck that may not be customized. Each player will draw from their own deck during the game. Drawing is never optional, whenever a phase or game effect requires that you draw a specific number of cards you must do so. Conversely, a player may never draw cards or look through their deck, unless allowed to by a phase or game effect.

    Each player begins the game with five cards, called their hand. A players hand is secret and cards are only revealed when spent to pay the cost of an action or another effect forces them to be revealed. During the game, actions and their effects may cause a players hand to increase or decrease in size.

    Cards that are spent or discarded during the game are placed in the discard pile.

    The deck is made up of three types of cards: Standard, Void, and Wild.

    DRAWING THROUGH YOUR DECKWhen the last card of the esper deck is drawn, play stops immediately. The discard pile is shuffled and reset as the new deck. Play then continues.

    FLIPPING CARDSSome effects require you to flip cards. Flipped cards are drawn from the top of the esper deck and revealed to all players. The effect that caused the flip is then resolved and the cards are immediately shuffled back into the deck.

    If the effect requires that you add up esper types from the flipped cards, count both the primary and secondary esper type on the card. With the primary counting as a value of 2 and the secondary counting as a value of 1. Wild cards count as a value of 1 of any type, chosen by the player who is performing the flip. Void cards count as 0.

    HELD ESPERMost units can store esper within themselves, charging themselves with power to deliver their most devastating actions. This stored power is called held esper.

    Units gain held esper in a variety of ways. Some models naturally generate held esper when they are activated. Others can only gain held esper by refocusing or by having it transferred to them.

    When a unit gains held esper mark one circle on their tracker card for every point of held esper gained. When held esper is spent or lost, erase it from the card. A unit may only have as much held esper as indicated by the number of held esper circles on its tracker card. Any additional held esper gained above a units maximum is lost.

    Held esper can be spent to pay the cost of an action or press. Each point of held esper spent has a value of 2 esper of any single esper type. When paying for an action a unit may use both held esper and esper from the players hand to pay for the cost of the action. A unit can spend any number of its held esper at any time.

    Held esper can also be used for other game effects, such as creating tokens for scenarios or triggering a Relic Knights esper expression. In these instances the effect will specify how the held esper is used.

    STANDARD Standard cards have a primary and secondary esper type. The larger icon is the primary esper type. The smaller icon is the secondary esper type.

    A player may choose to spend either the primary type for a value of 2 esper or the secondary type for a value of 1 esper.

    VOID Void cards have no esper type and a value of 0 esper.

    WILD Wild cards have a value of 1 of any esper type chosen by the player.

    StandardVoid

    Wild

    When a standard card is spent, only one type of esper may be used.

    Held Esper Icons

  • 17

    ESPER ACTIONSThough all units can use esper on a basic level, some have the ability to harness it in more powerful ways. These units possess abilities that grant them one or more esper actions. The most common abilities that grant access to esper actions are Esper Initiate and Esper Master. Esper actions are detailed in General Actions, page 44.

    GENERAL ACTIONSAll units have a list of actions that they may take on their reference card. In addition to the units own actions many units possess the [Esper Type] Initiate or [Esper Type] Master abilities (e.g. Chaos Initiate, Chaos Master). These abilities grant them access to esper specific general actions. General actions are actions a unit can use exactly like the actions written in their own card. The Initiate and Master abilities along with esper specific general actions are detailed in General Actions, page 45.

    MARKERSMarkers are a special subset of models that you may field as part of your cadre. The most common types of markers are boosts and objectives. Markers in your cadre are considered friendly units, while markers in your opponents cadre are considered enemy units.

    Markers have a reference card that will list any relevant skills, abilities, traits and health that they possess. Often multiple markers will be condensed to a single reference card.

    Markers may not be activated in any way, do not have a tracker card, and are never placed on the dashboard.

    Markers are affected by area of effect tokens, support actions, and other effects unless otherwise specified.

    Markers never benefit from any Cadre Ability.

    Markers may not be chosen to fulfill model specific victory conditions (e.g. Assassination or Defense of Life).

    ESPER INITIATE ACTIONSTransfer Esper

    ESPER MASTER ACTIONSEsper Cleansing

    Esper Thief

    Transfer Esper

    TOKENSTokens are placed on the table to indicate the location of effects, scenario items, and other important conditions on the battlefield.

    When a token is created, place the token on the battlefield to represent the effect. Like models, tokens must be placed on a surface where they can physically sit, unaided.

    Tokens remain-in-play until the game ends or another condition is met that causes them to be removed.

    Tokens are 30mm in diameter and have a Size attribute of 0, unless stated otherwise.

    Tokens do not affect movement, LoS, or other in-game effects and rules, except as specified by the effect represented by the token.

    Tokens that you create are considered friendly tokens, while tokens your opponents create are considered enemy tokens.

    AREA OF EFFECT An Area of Effect (AoE) is a persistent effect that remains in play throughout the game. When an action creates an AoE, the active unit places an AoE token anywhere on the battlefield so that it is within the units LoS. The effect covers the entire area within 3 of the edge of the token, including the token itself.

    Unless the description of the AoE says otherwise; a unit is affected by an AoE anytime it begins its activation in the area or enters the area during any move. Apply the effects of the AoE immediately then continue the units activation as normal.

    A unit can only be affected by the same AoE once per activation, but multiple effects of the same type stack.

    The AoE token has a size of 3 when determining if a unit has LoS to the token. AoE effects that block LoS do not block LoS to the token itself.

    An AoE token remains in play until one of the following conditions is met, at which point the token is removed from the battlefield and all effects are lost:

    The unit that created the AoE creates the same AoE somewhere else on the battlefield.

    The player who created the AoE chooses to end the AoE during any friendly units Clean-up Phase.

    Another action or effect causes the AoE to be removed.

    Units suffering damage as a result of an AoEs effect may use damage prevention actions or abilities as described in Passive Damage, page 28.

  • 18

    MODEL VS UNITSome actions or abilities reference a unit while others reference a model. Effects that affect a unit affect every model in the unit. Effects that affect a model are only applied to the specific model, even if it is part of a squad with multiple models.

    SHARING INFORMATIONRelic Knights is considered an open game. Meaning you should make any and all information about your cadre available to your opponent during the game. They should always be able to easily see how much Health and held esper are currently on a units tracker card, as well as letting them read your cards to gain a better understanding of your cadres actions and abilities.

    The only exception to this is each players hand and discard decks which may only be seen by their owners, unless a game effect requires they disclose it.

    We highly encourage both players to read, at least, their opponents Knight cards before battle. Knights have a lot of impact on the game and battles are much more fun when both players understand what they are facing.

    RULES PRIORITYSometimes the rules given on a units card or abilities will conflict with a rule presented in the rulebook. In these cases the rules on the units card or ability takes precedence.

    RESOLVING RULES ISSUESIn a perfect world no rule would ever have a mistake nor could they be interpreted in multiple ways. Unfortunately, this is not the case and occasionally rules disagreements will arise. In these cases first try to solve the problem through discussion with your opponent.

    If you absolutely cannot agree have each player flip three cards, then add up the total number of esper that matches their cadres affinity. The player with the highest total chooses the interpretation to use. If both players have the same total, both players flip another card until one player has a higher total.

    Once the game is over, check the rulebook again to see if a resolution can be found. If not we encourage you to visit our rules forums at www.sodapopminiatures.com to ask your question or see if it has been answered via FAQ or Errata.

    MULTIPLE PLAYER GAMESWhile most games of Relic Knights will be played between two opponents, it is possible to play larger games that involve three or more players. Rules for a multiple player game of Relic Knights are largely the same as rules for a two player game. When rules require a modification from a normal two player game, the rules will be addressed in Multiple Player callouts like this one.

    FREE FOR ALLA Free for All is a game where every player is opposed to every other player on the field. In a Free for All all units that are not your own are considered enemy units.

    TEAM MATCHA Team Match consists of games played by teams of two or more players. When playing a Team Match any unit on your team, whether controlled by you or another player, is considered a friendly unit.

    Model 1 is in the area of AoE A.

    Model 2 is in the area of AoE A,B, and C.

    Model 3 is in the area of B and C.

  • 19

    Before launching into a Relic Knights battle, players will need to determine a few things in order to get started. This section details how to select the game size, recruit your cadre, determine what scenario conditions you will be trying to achieve, and deploy your units.

    GAME SIZEAdventuring in the Relic Knights universe is perilous. Each Knight relies upon trusted companions, ruthless mercenaries, or faithful followers to see them through. When players recruit their cadres, they must first decide what game size they will be playing. Is it a large game with many units, or a smaller game with only a few for each player?

    The game size determines: how many points each player has to recruit their cadre, the number of knights, the size of the ready queue, table size, and how many victory points you need to win the game. There are four basic game sizes:

    ENCOUNTER Points: 35

    Knights: 1

    Ready Queue: 2 Slots

    Table Size: 3 x 3

    Victory Points: 8

    An Encounter represents a scrap, ambush, or other small scale fight with a knight and their close companions.

    SKIRMISH Points: 50

    Knights: 1

    Ready Queue: 3 Slots

    Table Size: 3 x 3

    Victory Points: 8

    A Skirmish represents lightning raids, surgical strikes, or soda fueled brawls at the latest Cerci Speed Circuit race.

    CLASH Points: 70

    Knights: 1 - 2

    Ready Queue: 4 Slots

    Table Size: 4 x 4

    Victory Points: 12

    A Clash represents fierce conflicts around key objectives between well-prepared forces acting on detailed plans.

    BATTLE Points: 100

    Knights: 1 - 2

    Ready Queue: 5 Slots

    Table Size: 4 x 4

    Victory Points: 12

    A Battle represents epic encounters between factions, demonstrating the full fury of the Darkspace Calamity.

    RECRUIT CADREYour cadre is the group of models you bring to the game. Players spend points to recruit units for their cadre.

    Each unit has a cost listed on their card that determines how many points must be spent to recruit the unit.

    Squads have two costs listed. The first is how many points you must spend to recruit the squad at its minimum size. The second is the cost to increase the number of models in the squad by one, up to the squads maximum size.

    The total cost of all the units in your cadre may never exceed the points allowed for the chosen game size for any reason.

    CHOOSE A LEADER Players must recruit at least one Questing Knight or Relic Knight to be the leader of the cadre. All units recruited for the cadre must be the same faction as the leader.

    If you are playing a game size that allows more than one knight to be recruited you still must designate one of them to be the cadres leader, who will determine your cadres faction as normal.

    Example: Calico Kate is selected as the leader of a cadre. Kate is a member of the Star Nebula Corsairs faction. This means that all models in Kates cadre must also be members of the Star Nebular Corsairs faction.

    CYPHERS Each knight comes with a cypher. The specific cypher they come with is listed on their reference card and becomes a member of the cadre automatically. Cyphers cost no points, their value has already been figured into the cost of the knight.

    UNIQUE A player may only include one unique unit of the same name in their cadre.

    GAME SETUP

  • 20

    MINION A player may include any number of minion units of the same name in their cadre.

    SQUADSSquads possess the squad trait. In addition, a squad will be either a unique squad or minion squad. A player may only include one unique squad of the same name in their cadre. A player may include any number of minion squads of the same name in their cadre.

    RADIANTUnits with the Radiant trait have affinity with three esper types: Essence, Creation, and Law.

    Radiant unique and minion units may be recruited only by a faction whose affinity is the same as theirs.

    Radiant knights must always be the leader of your cadre. A cadre lead by a Radiant knight is not restricted to a single faction and may recruit any unique unit with the same affinity. Radiant knights may not recruit non-Radiant minion units. Radiant knights may recruit knights if more than one is allowed by the game size.

    VOIDUnits with the Void trait have affinity with three esper types: Corruption, Entropy, and Chaos.

    Void unique and minion units may be recruited only by a faction whose affinity is the same as theirs.

    Void knights must always be the leader of your cadre. A cadre lead by a Void knight is not restricted to a single faction and may recruit any unique unit with the same affinity. Void knights may not recruit non-Void minion units. Void knights may recruit knights if more than one is allowed by the game size.

    BOOST MARKERS A player may include any number of boosts in their cadre, but may not include more than two of any boost with the same name.

    OBJECTIVE MARKERS Each player will always have three objective markers as part of their cadre: one primary objective and two secondary objectives. Objectives are used in various ways during the battle to help the player achieve victory. Objectives cost no points and are always fielded with your cadre.

    HERO AND VILLAINOnce your cadres have been recruited, each player shuffles their deck and flips three cards. Each player adds up the total number of esper that matches their cadres affinity. If both players have the same total, both players flip another card until one player has a higher total. The player with the highest total may choose to be the Hero or the Villain.

    The Villain will perform the flip to determine scenario conditions, deploy first, and activate second.

    The Hero will deploy second and activate first.

    Example: Calico Kate and Princess Malya are squaring off in a battle. Both players shuffle their deck and flip three cards. Kates player flips a total of two Chaos (Kates affinity) while Malyas player flips no Creation. Kates player may choose to be the Hero or the Villain.

    UNIQUE OBJECTIVESModeling unique objectives to fit the theme of your faction is a great way to add style and personality to your cadre. Just make sure the objective has the proper 50mm base.

    We recommend that the Hero surround themselves in a glowing nimbus of blinding energy while making bold, brash statements throughout the game. Likewise, the Villain should shroud themselves in deep shadow and provide endless, megalomaniacal monologues.

    Suicide Queen& Rollo

  • 21

    SCENARIO CONDITIONSScenario conditions are victory conditions unique to each player that change with every battle. Achieving your scenario conditions earns you victory points that help you win the battle. Each player has two scenario conditions.

    To determine both players scenario conditions, the Villain shuffles their esper deck and allows the Hero to cut the deck, up to two times. Then the Villain flips two cards. The first card flipped sets the Villains scenario conditions. The second card flipped sets the Heros scenario conditions.

    The primary esper type on the card determines the Primary Condition. The secondary esper type on the card determines the Secondary Condition.

    If a wild card is flipped both players also gain the Crystal Harvest victory condition. If a void card is flipped both players also gain the Calamity victory condition. These conditions are available in addition to the primary and secondary victory conditions. After a wild or void card is flipped, flip again until both players each have their own scenario conditions. Any further cards of the same type are ignored.

    After all scenario conditions have been determined the Villain shuffles their deck.

    Descriptions of each scenario condition and other victory conditions are discussed in detail in Victory Conditions, page 39.

    CREATE BATTLEFIELDWhen setting up the battlefield, players must designate an area of table (or other flat surface) to be used as the battlefield. The battlefields dimensions are determined by the game size you are playing. Players then place terrain on the battlefield.

    The battlefield should be built with input from both players to create a playing surface that allows both cadres to function well according to their strengths and weaknesses. Alternatively, have a friend set up a neutral battlefield for your epic conflict.

    Relic Knights functions best on a battlefield with lots of terrain, with plenty of height to block LoS. A good estimate is to have 2 - 3 pieces of terrain for each square foot of playable space on your tabletop, with at least half of it blocking LoS to size 2 and 3 units. Several bigger pieces for larger models to hide behind and take cover from ensures these centerpiece units dont get unduly targeted.

    ESPER PRIMARY SECONDARY

    Conservation Defense of Life

    Secure Perimeter Siege

    Espionage Assassination

    Tear it Down Carnage

    Heist Anarchy

    Grand Conjunction Realign

    ESPER CONDITION

    Calamity

    Crystal Harvest

    BUILD A WORLDThe battlefield is an ideal place to bring the Relic Knights universe to life. Well themed battlefields, built around the scenarios, factions, or locations, help enrich the atmosphere of the game, deepening the enjoyment for everyone.

    The above diagram shows a typical terrain layout. Your terrain should include a variety of sizes and heights to create a dynamic battlefield.

  • 22

    DEPLOYMENTPlayers take turns placing objectives, boosts, and units on the battlefield until every model from both sides has been deployed. The Villain places the first marker or unit in each deployment step.

    DEPLOY OBJECTIVESPlayers take turns placing objective markers until each of them have placed all three of their objectives. Objective markers may not be placed within 9 of another objective marker, friendly or enemy.

    DEPLOY BOOSTSPlayers take turns placing boost markers until all boosts have been deployed. Boosts may be deployed near friendly or enemy objectives, or near other boosts. All boosts must be deployed before deploying units.

    DEPLOY UNITSPlayers take turns placing units until all units have been deployed. Units may not be placed within 9 of an enemy unit or enemy objective marker.

    MULTIPLE PLAYERSHERO AND VILLAINHero and Villain are determined as normal. Each additional players order in deployment and activation is determined by the player who flipped the next highest total, becoming the third player, fourth player, etc. Continue until each player has been assigned an order.

    SCENARIO CONDITIONSEach player is assigned their own scenario conditions.

    CREATE BATTLEFIELDMultiple player games require more room to play. We recommend at least 4x4 battlefield for three to four player games. If five or more players are participating or if the game size is a Clash or a Battle we recommend a 6x4 battlefield.

    DEPLOYMENT & READY QUEUEDeployment and setting the queue are treated as normal, rotating through each player until every unit has been deployed and all ready queues are set.

    TEAM MATCHIf you are playing a Team Match, each player on a team maintains their own dashboard, hand, and esper deck. For all other purposes consider each team as a single player for Game Setup.

    SET READY QUEUEStarting with the Villain, both players must set the queue. To set the queue place a units tracker card in each slot of the ready queue. Any additional units are placed in the idle section.

    The game size determines the size of the ready queue. The ready queue must be set to its required number of units as long as there are enough units available.

    DRAW FIRST HANDBoth players shuffle their esper decks and draw their five-card hand. For the first hand only, each player has the option of taking one mulligan, discarding any number of cards from their hand and re-drawing back to five cards.

    SerpentPriestess

  • 23

    Now that the battlefield has been set and your cadres deployed, it is time to play the game. Players will alternate taking turns activating units. The units will attempt to complete scenarios, destroy enemy units and accomplish other victory conditions. Playing the Game details how each players turn functions, including making moves and taking actions.

    Beginning with the Hero, players will take turns activating their units.

    A turn consists of three phases: Beginning the Turn, Activation, and Clean-up. The player who is taking their turn is called the acting player. All other players are called the defending player(s).

    BEGINNING THE TURNAt the beginning of the acting players turn, the leftmost unit in the ready queue moves into the active slot on the dashboard. This is the active unit.

    If the active unit has the Linked [Unit] ability, they may place the linked unit (the unit named in brackets) in the linked slot.

    Once the active slot and the linked slot have been filled, any effects that are triggered at the beginning of the active units activation are resolved.

    An active units activation consists of three phases, taken in order: Initial Movement, Action, and Follow-up Movement.

    Alternatively a unit may choose to forfeit their action and all movement to Refocus.

    ACTIVATIONINITIAL MOVEMENTDuring its initial move the unit may move up to a number of inches equal to the first value of its speed skill. Once a unit stops, its initial move ends.

    ACTIONSUnits are only allowed to take one action during their activation.

    Choose an action from those on the units card or any available general actions. Pay for the cost of the action and resolve its effects. The different types of actions are explained in further detail in Actions, page 25.

    If the action player does not have the esper necessary to pay for any of units available actions, or does not wish to use and action, the unit may choose to take no action this turn.

    FOLLOW-UP MOVEMENTDuring its follow-up move the unit may move up to a number of inches equal to the second value of its speed skill. Once the unit stops, its follow-up move ends.

    The units activation ends and the acting player advances to Clean-up.

    REFOCUSRefocusing allows the active player to tailor their hand and gain held esper.

    To refocus, the active unit forfeits their initial move, action, and follow-up move.

    The acting player draws five cards from the esper deck and the active unit gains 1 held esper.

    The units activation then ends and the acting player advances to Clean-up.

    CLEAN-UPOnce the active units activation has ended the acting player begins the turns clean-up.

    Any effects that are triggered at the end of the active units activation are resolved.

    Both players determine if any victory conditions were met, adding any victory points gained to their current total.

    The active units tracker card is placed into the idle section.

    The acting play may then discard any number of cards and from their hand and immediately draw back up to five cards. If they have more than five cards they must discard down to five.

    PLAYING THE GAME

    Experienced gamers may notice that there are no traditional rounds in Relic Knights.

    Minnow

  • 24

    If the defending player has more than five cards they must discard down to five. If they have five cards or fewer they may not discard any cards, but must draw back up to five cards.

    If there is a unit in the linked slot, move its card to the active slot. This unit is now the active unit and any effects that are triggered at the beginning of the units activation are resolved. The new active unit may either take a full activation or it may refocus.

    If there is no unit in the linked slot both players must reset the queue. To reset the queue each player must put new tracker cards from the idle section into any empty slots in the ready queue. This may include units that were just activated.

    The ready queue must be reset to its required number of units as long as there are enough units left in play. A player cannot voluntarily remove a unit or change the order of the units in the ready queue.

    FORFEITING Some effects can cause a unit to forfeit their movement or action. If a movement or action is forfeited the phase is still considered to have occurred, resolve any effects that are triggered during the phase as normal.

    If an effect causes a unit to lose or forfeit their movement or action they may perform the other phases as normal.

    An active unit may choose to voluntarily forfeit their movement or action.

    Players will often favor their more powerful units when resetting their queue, leaving some units to spend much of the game idle. This is intentional as games of Relic Knights focus on the knights themselves and their struggles against one another. As units are removed from play, other units will find themselves thrust into battle.

    MULTIPLE PLAYERSFREE FOR ALLIn a Free for All players take turns activating units as normal, proceeding through the player order as established during Game Setup.

    TEAM MATCHIn a Team Match teams take turns activating units. During a teams turn only a single unit may activate, but it may be a unit from any players ready queue on that team.

    Jeanne Romee& Gallant

  • When units attempt to destroy or otherwise affect one another or the battlefield they take actions. The action section details how to take an action, including how to make attack and defense actions, as well as how to apply the damage that may occur as a result.

    Actions have the following components:

    NAME This is what the action is called.

    TYPE Actions fall into a number of categories that are used to determine how they are resolved. Every action will have one of the following types: melee attack, ranged attack, psychic attack, guard, redirect, armor, recover, or support. These are described in greater detail in the Combat section.

    COST The cost of an action is represented by a type and number of esper that must be spent to activate the action.

    To pay for the action, use the esper cards from your hand or held esper on the active units card. Any excess esper not spent for the initial cost of an action is lost and does not carry over to any presses the unit might use.

    Once esper cards have been spent to pay for an action they are placed in the discard pile.

    ACTION EFFECTSThe Action Effects detail all effects that occur as a result of taking the action.

    25

    PRESSES Many actions allow you to press the action for greater effect. All presses include a cost and an effect. If an action includes multiple presses you may use each press during the action. You cannot use the same press more than once in a given action.

    Pay the cost of each press chosen. Any excess esper may be used to pay the cost of additional presses.

    Presses modify the action as specified by the presss description.

    Increase: Presses that increase an effect replace the value listed in the actions description with the value listed in the press.

    Gain: Presses that gain add the listed effect to the other effects in the action.

    SUPPORT ACTIONS SUPPORT

    Support actions are actions that do not have a direct combat effect and may include bonus movement, skill enhancements, area of effects, etc. Once the cost of the action has been paid, immediately resolve the effect listed in the details of the action.

    COMBAT ACTIONSActions intended to attack or defend are combat actions and function a little differently than other actions. Combat actions are divided into two basic categories: attacks and defenses. Defenses can be further separated into attack prevention and damage prevention. Combat actions follow a set order of operation.

    ACTIONS

    Name Action Effects

    Action Effects

    Cost

    Press Effect

    Type

    ESPER PRIMARY

    Creation

    Law

    Corruption

    Entropy

    Chaos

    Essence

  • Rin Farrah

    26

    1 - DETERMINE A TARGET When an active unit wants to initiate an attack action it must have a legal target. For ranged and psychic attacks, any enemy unit in LoS is a legal target. For melee attacks only enemy units in contact with the active unit are legal targets.

    Most actions, such as ranged, psychic, and support actions, do not have a minimum or maximum range.

    2 - PAY FOR THE ATTACK ACTION The attack action is initiated by paying the cost of the action as explained above.

    3 - DRAW ADDITIONAL CARDS Both the active unit and the target draw additional cards. The active unit draws a number of cards equal to the first value of the associated skill (i.e. melee, ranged, psychic). The target draws a number of cards equal to the second value of the associated skill.

    If either unit is subject to an effect that increases or reduces their skills apply all of the relevant effects before drawing.

    If a unit does not have a value for a specific type of attack or defense, it cannot draw any cards and may only use esper cards in the players hand.

    Example: The active unit is making a ranged attack and has a Ranged Attack skill of 3. The unit is in an AoE that increases all attack skills by 1, making the units Ranged Attack value 4. The active unit draws four additional cards.

    The target has a Ranged Defense skill of 3. The unit is in an AoE that reduces all defense skills by 2, making the units Ranged Defense value 1. The target draws one additional card.

    4 - ACTIVE UNIT DECLARES PRESSES The active unit may choose to augment the attack by paying for one or more presses. Each press will modify the effects of the action.

    5 - ATTACK PREVENTION The target may choose to use a single attack prevention action (i.e. guard or redirect).

    If the target uses an attack prevention action, they pay the initial cost of the defense. Once the defense has been initiated, they have the option to press the defense, paying the cost of any presses used.

    After all costs for the defense have been paid, resolve the effects of the attack prevention used and then skip to Resolve After Action Effects.

    A target can only use a single attack prevention action for each attack they suffer.

    6 - RESOLVE HIT EFFECTSIf the attack was not prevented, the target has been hit. The active unit now resolves any effects that are triggered by the target being hit, (e.g. Charge, Pull).

    7 - DAMAGE PREVENTION The target may now choose to use a single damage prevention action (i.e. armor or recover) to prevent some or all of the damage inflicted by the attack.

    If the target uses a damage prevention action, they pay the initial cost of the defense. Once the defense has been initiated, they have the option to press the defense, paying the cost of any presses used.

    After all costs for the defense have been paid, the effects of the damage prevention used are resolved during Apply Damage below.

    8 - APPLY DAMAGE To apply damage, the active unit determines the total damage inflicted by the attack. The active unit adds any damage caused by the attack, including presses, and any other effects the active unit is subject to that increase or reduce damage.

    What do you mean my guns dont have a range?

    Projectile weapons in the Relic Knights universe have great range and accuracy. They are not confined by the close-quarters battles you will be fighting.

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    Once the total damage has been determined, the target determines their total armor (if any). The target adds any inherent armor from their tracker card, any armor damage prevention action they used, and any other effects the unit is subject to that increase or reduce armor. A units total armor may never be reduced below 0.

    The target subtracts their total armor from the active units total damage. This is the final damage inflicted by the attack.

    The targets health is reduced by the final damage dealt. Record the damage taken on the units tracker card by marking one damage hex for each point of damage taken by the unit. If this reduces a units health to zero, the unit is removed from play as a casualty and its tracker card is placed in the dead pile.

    If the final damage is 0 or less, then no damage has been inflicted by the attack.

    After final damage has been dealt, if the target has not been removed from play, resolve the effect of each Recover damage prevention action, ability, and effect (if any) the target may be subject to.

    9 - RESOLVE AFTER ACTION EFFECTSAny after action effects are now resolved (e.g. Push, Feint) then the action ends.

    EFFECT TIMINGMost combat actions will have multiple effects that occur. The order that each of these effects are resolved in is detailed in Order of Operations, page 50.

    COMBAT ACTION TYPESATTACK ACTIONS

    Melee Attack: A Melee Attack is a close combat attack action that can only be made against an enemy target in contact with the active unit.

    Ranged Attack: A Ranged Attack can only be made against an enemy target in the active units LoS. Models in base contact with an enemy cannot make ranged attacks of any kind.

    Psychic Attack: A Psychic Attack can only be made against an enemy target in the active units LoS.

    ATTACK PREVENTION ACTIONSThese defense actions may only be used by the target of an attack in response to an attack action.

    Guard: A Guard defense causes an attack to miss. No effects of the attack occur. Skip to Resolve After Action Effects.

    Redirect: Rather than apply the attack to the intended target, a Redirect defense directs the attack to

    a different target as specified in the redirect action and in the original targets LoS. The attack continues with the same effects and presses; the new target suffers all of the effects of the action.

    The new target may not draw additional cards, nor may they use attack prevention actions. They may use damage prevention actions and effects as normal, even if the new target is part of the active units own cadre.

    If multiple units are eligible to be the target of the Redirect the defending player may choose the new target.

    For melee attacks, the active unit must still be in contact with the original target for the attack to hit, but all damage and effects are applied to the new target. The new target is not required to be in contact with the active unit. Effects that are dependent on the position of the target in relation to the active unit (e.g. Push, Pull) are resolved as if the attack was a ranged attack.

    Example: The active unit uses an attack with the effects, Damage 6, Charge 6, and Reave. The original target redirects the attack to a nearby friendly unit that becomes the new target. Now the acting unit must resolve their Charge hit effect. The charge movement must move them into contact with the original target to make the attack legal. The new target may use a damage prevention action if they have the available esper. The active unit then applies the Damage 6 to the new target. Once damage is applied, if the new target was destroyed the active unit resolves Reave.

    DAMAGE PREVENTION ACTIONSThese actions may only be used by the target of an effect that causes damage.

    Armor [X]: An Armor defense increases the units Armor by the number indicated. If the unit benefits from multiple effects that grant Armor, all of the sources are added together to determine the units total Armor.

    Recover [X]: After final damage is applied, a Recover defense heals the target by the number indicated. If the unit benefits from multiple effects that grant Recover, all of the sources are added together to determine the total amount healed. Heal is detailed in Abilities, page 53.

    Recover can heal more damage than inflicted in the attack. Recover has no effect on a unit whose health has been reduced to zero.

    Example: A unit with 3 health left of its original 8 takes 2 points of damage from an attack. The unit uses a damage prevention action that grants it Recover 3. After final damage has been applied, the unit heals the 2 points of damage from the current attack and 1 point of the previous damage it had taken. Leaving it with 4 health left.

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    OVERCHARGE ACTIONS Overcharge: Overcharge attack actions may only

    be defended by Overcharge attack prevention actions. Normal, non-Overcharge, attack prevention actions may not be used.

    Normal, non-Overcharge, attack prevention action may not be used unless they possess a press which grants them overcharge.

    PASSIVE DAMAGESometimes a unit will be affected by damage that is not directly inflicted by an action, this is called passive damage. Sources of passive damage include:

    Contacting objects due to forced movement.

    Falling

    Area of Effects

    Abilities (e.g. Belligerent)

    Anytime a unit suffers passive damage it may use a single damage prevention action to reduce or heal some of the damage.

    The unit draws no additional cards and the player may only use cards currently in their hand or held esper.

    MULTIPLE PLAYERSActions in multiple player games are straightforward. Only the acting player and the defending player (if any) participate.

    If the result of an action causes further players to be drawn into the action they may respond as normal. (e.g. A unit targeted by redirected attack may use damage prevention but not attack prevention.)

    All players participate in the Clean-up Phase. Any player who was not the acting player is considered a defending player.

    They must pay for the cost of the action as normal and may apply any presses. Any effect of the action that would normally affect an enemy unit is disregarded, even if an enemy unit is the source of the passive damage. (e.g. damage resulting from a push or fall)

    When a unit suffers passive damage determine the total damage, total armor and final damage as described in Apply Damage above.

    Inherent damage prevention abilities such as Armor or Recover may be used against passive damage.

    If an action causes a unit to suffer passive damage they may perform a damage prevention action for the passive damage as normal.

    If an action causes a unit to suffer damage from multiple sources (e.g. from the attack action and from a fall) they may perform a damage prevention action for each source of damage separately.

    Example: A unit takes 6 damage and is pushed into an object by the attack taking a further 3 passive damage. The unit already possesses Armor 2. It uses an action that grants them Armor 2, so their total armor now counts as Armor 4. The Armor 4 reduces the damage taken from the initial attack to 2. The unit may then choose to use another damage prevention action that is separately applied to the passive damage from hitting the object.

  • Esper Expression Icon

    Sebastian Cross & Rook

    Zineda & Spite

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    Relic Knights and Questing Knights are the epic heroes of the Relic Knights game. The universe revolves around these proud warriors.

    Questing Knights are individuals who have only recently bonded with their cypher. They are just beginning to master their powers and hope to prove themselves worthy of gaining a Relic.

    Relic Knights have proven their worth to their cypher and been gifted with the awesome might of a Relic. These death dealing constructs take the knights already formidable powers to undreamed of levels.

    Cyphers are the key to the Knights immense power. They are pure manifestations of esper and their knights psyche. Cyphers bond to their chosen Knight and give them access to the untold powers of the universe. It is also cyphers who eventually gift their knight with the ancient constructs known as Relics.

    KNIGHTSKnights have four unique abilities that distinguish them on the battlefield: cypher [name], cypher bond, cadre ability, and esper expression.

    CYPHER [NAME]All knights are joined by a specific cypher. When a knight is recruited their named cypher is automatically recruited as part of the same cadre.

    CYPHER BONDThe knight is bonded to the cypher listed on the knights reference card with the ability, Cypher [Name]. At the beginning of their activation, the knight automatically gains 1 held esper if they can draw LoS to their bonded cypher.

    KNIGHTS AND CYPHERS

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    CADRE ABILITYA Cadre Ability is a special action or ability that a knight grants to their entire cadre, including the knight. The cadre ability functions exactly as if it were printed on the cards of the units in the cadre.

    If your cadre includes multiple knights, only the cadre ability of the Leader is used. The other knights cadre ability is ignored.

    Cyphers do not gain, and cannot benefit from cadre abilities.

    ESPER EXPRESSIONEsper expression is an ability unique to Relic Knights. When a Relic Knight possesses held esper, they benefit from the effects described in their esper expression.

    The effect of an esper expression scales with the amount of held esper the knight possesses. The effect of a knights esper expression is determined by the amount of held esper they possessed at the beginning of each step of each active players turn: beginning of the turn, initial move, action, follow-up move, and clean-up. Once the effect of the esper expression is determined it does not change until the next step of the turn, regardless of changes to the knights held esper total.

    Example: At the beginning of Kisas Action she possesses 3 held esper. Any held esper she spends during the action will have a value of 4 esper instead of the normal 2. She spends 2 of her held esper during her action. During her follow-up move she possesses only 1 held esper so the value of any esper she holds is now 3.

    CYPHERSCyphers cost no points, their value is included in their knights points cost.

    Cyphers do not possess attack and defense skills and do not draw cards when making attack and defense actions. Cyphers only use esper from their controlling players hand or any held esper they possess.

    A cypher cannot be targeted by any attack unless that action can specifically be used against cyphers. Cyphers are affected by area of effect markers, support actions, and other effects unless otherwise specified.

    Cyphers do not possess a health attribute and are only removed from play when their knight is destroyed.

    VICTORY CONDITIONSCyphers are ever testing their knights abilities. Because of this they rarely take direct action towards achieving a knights goals.

    Cyphers may not be chosen to fulfill model specific victory conditions (e.g. Assassination or Defense of Life).

    Cyphers may not retrieve or carry tokens for any reason.

    Cyphers may not interact with objective markers.

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    The universe is full of warriors and soldiers. These brave men, women, chee, aliens, and monsters do not possess the raw power of the many heroes and villains they are forced to do battle with. To help ensure success (and survival) they band together in squads, hoping that the many can overcome the few.

    Squads have several unique rules that govern how they function on the battlefield. This section will cover how to recruit and use these potent units.

    RECRUITINGSquads are groups of models that function as a single unit. A single tracker and reference card are used to represent the entire squad and every model shares a single set of attributes and skills. When a squads tracker card is moved to the active slot the entire squad activates.

    A squads point cost is listed with two values, X(+X). The first number is the base cost that you must spend to recruit the squad into your cadre. The second number is the cost per single model you may spend to increase the number of models in the squad by one, up to the squads maximum size.

    SQUAD SIZEEvery squad possesses the trait, Squad X(X). The first number is the number of models that the squad possesses when you pay the base point cost for the unit. The second number is the maximum number of models that may be fielded in the squad.

    Example: Swordsworn have a point cost of 5(+1) and are Squad 3(5). The player pays 5 points to recruit the squad. The squad begins with 3 models. The player may then pay 1 additional point per model to increase the number of models in the squad up to a maximum of 5.

    This squad is in cohesion.

    Cohesion Fig.1

    Cohesion Fig.2

    Cohesion Fig.3

    This squad is in cohesion.

    This squad is Broken

    42

    2

    32

    22.5

    3

    1

    SQUADS

    Swordsworn

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    COHESIONAll models in the squad must form a single unbroken chain where each model is within 3 of at least one other model in its squad. This is called cohesion. (See Cohesion Fig. 1 and Fig. 2).

    BROKENDuring the game effects like forced movement or destroyed models can cause a unit to no longer be in cohesion. When a squad is no longer in cohesion it is broken. (See Cohesion Fig. 3)

    A broken squad must use any free move it makes to attempt to move back into cohesion by the shortest route possible.

    A squad that is broken may not perform an action of any type, including drawing additional cards or taking defense actions.

    Immediately after a unit returns to cohesion it may function normally.

    ELEVATED TERRAINWhen a squad is interacting with elevated terrain, cohesion is determined from base to base as normal. The squad is allowed 6 of vertical distance to maintain cohesion. (See Cohesion Fig. 4). Elevated terrain is discussed in Terrain, page 35.

    DEPLOYMENTA squad must always be deployed in cohesion.

    MOVEMENTEvery model in the unit can be moved as part of the squads initial and follow-up movement.

    Each model uses the Speed attribute listed on the squads card for its individual movement. Each model must complete its movement before another model in the squad is moved.

    Squads that begin a free move in cohesion must end the move in cohesion.

    FREE MOVEMENTIf a squad is subject to an effect that grants free movement then all models in the squad may move.

    The movement for each model in a squad is performed as described in Key Concepts, page 11. Since the squad must end their move in cohesion, make sure to plan out your movement before you start.

    1 1

    4

    2

    E

    DCB

    A

    31

    1

    2

    4

    This squad is in cohesion.Model A is within 3 of Model B horizontally and is within 6 vertically.

    Models B, C, and D are at the same elevation so must remain within 3. Model E is also within 3 horizontally and within 4 vertically.

    Cohesion Fig.4

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    ACTIONSOnly one action can be taken per squad, no matter how many models are in the squad.

    When a squad initiates its action designate one model in the squad as the active member. The active member is the source of the action. All effects of the action are then resolved using the active member for reference. (See Active Member Fig. 1)

    MELEE ATTACKSWhen performing a melee attack all models in the danger zone may be affected by the attack.

    FORCED MOVEMENTIf a squad is subject to forced movement, determine the target and danger zone as normal. All models in the danger zone are moved.

    AoE forced movement effects only affect squad models in the area.

    The squad suffers Damage 3 for each model stopped by an object of size 2 or greater.

    Model D has been selected as the active memeber of the squad. It is used as the source of the action when resolving all aspects of the actions against Target F.

    FWindow

    Obscuring Object

    Obscuring Object

    A

    B

    C

    D

    E

    Model A is targeting a squad. It chooses E to be the target.

    The danger zone is the area 6 around and including Target B.

    D, E and F can be affected by Model As action.

    C cannot be affected because it is out of Model As LoS, even thoguh it is in the danger zone.

    B cannot be affected because it is out of the danger zone.

    F

    Obscuring Object

    AB

    C

    D

    E

    Window

    OTHER EFFECTSEffects that target the entire squad as a single unit, affect the entire squad and are only applied once. (e.g. healing, buffs, debuffs)

    AREA OF EFFECTSWhenever any model from a squad is subject to the effects of an AoE, the entire unit is affected.

    The effects of an AoE are only applied once, regardless of the number of models from the squad that are in the AoE.

    Held esper can be used in all actions taken by the squad, regardless of which model is selected as the active member.

    Some actions can only be taken when a specific model in a squad is selected as the active member. When that is the case it will be listed on squads card.

    TARGETING A SQUADAn active unit may target a squad so long as it can see at least one model in the squad. Designate one model in the squad to be the target of the action for the purposes of resolving effects. The area within 6 of the targets base, including the target, is the danger zone. (See Danger Zone Fig. 1)

    RANGED AND PSYCHIC ATTACKSWhen performing a ranged or psychic attack, models in the danger zone that are in the active units LoS may be affected by the attack.

    Some models have ranged or psychic attacks that dont require LoS. In this case, all models in the danger zone may be affected by the attack.

    Active Member Fig. 1

    Danger Zone Fig. 1

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    APPLYING DAMAGEA squads heath is represented on its card by multiple health tracks. Each track represents the health of a single, non-specific, model. The squad only uses a number of health tracks equal to the number of models in the squad. Any excess health tracks are ignored.

    Once an effects total damage has been determined, the squad determines their total armor (if any). A squads total armor is determined for the unit as a whole, not per model.

    The squad subtracts their total armor from the total damage. This is the final damage.

    Determine the number of models in the danger zone. This is the number of health tracks that may be damaged.

    Record the damage taken on the squads tracker card beginning with any previously damaged health track. When a health track is completely filled apply additional damage to the next health track until all damage has been applied.

    If there is damage beyond the number of models in the danger zone, any excess damage is ignored.

    REMOVING CASUALTIESFor each health track that is filled the owning player chooses an eligible model from the squad that is destroyed and removes it from play.

    Once all models in a squad have been removed from play the squad is counted as destroyed and its tracker card is removed from the dashboard.

    HEALINGWhen a squad is affected by a healing effect (e.g. Heal, Recover) health tracks that have been completely filled in may not be healed.

    COORDINATED ATTACKAll models in a squad are considered to have the Coordinated Attack ability as described in Abilities, page 52.

    COVERIf at least half of the models in the danger zone have cover, then the entire squad is considered to have cover.

    SQUADS AND VICTORY CONDITIONSDesignate one model from the squad as the active member when interacting with objectives and tokens.

    Squads may not interact with objectives or tokens while broken. If the squad has retrieved a condition token, it must immediately drop the token after any effect that causes it to become broken.

    When a squad drops a token place the token on the battlefield anywhere in contact with a model from the squad.

    When depositing a token, any model from the squad may be chosen as the active member.

    Full rules for victory conditions are found on page 39.

    We find that it can be helpful to fill in any health tracks that arent being used before deployment. This helps clarify exactly how much health the squad actually has.

    Squall

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    The objects on the table that represent things like trees, buildings, hills and other features of the battlefield are collectively referred to as terrain. In general, pieces of terrain are passive objects that do not move or directly interact with other objects.

    TERRAIN BASICSWhen creating the battlefield, all terrain must be given a size. The terrains size will be used to determine if the terrain blocks LoS and how difficult it is for models to move over it.

    To determine a piece of terrains size you can you can use the rough guide of 1 in height equals 1 point in size. This is not a hard and fast rule though. It is best to go through each piece of terrain on the table with your opponent before the game to determine its size.

    Different parts of terrain can possess different sizes. Things like building walls will have a different size than the floor of the building.

    Terrain cannot be targeted by an action, suffer damage, or be destroyed unless it has the wreck-it trait discussed below.

    Terrain cannot be activated or take any action.

    OPEN GROUNDNormal flat, unobstructed terrain is considered open ground. Open ground does not hinder your movement in any way. The following objects are considered open ground:

    The ba