Relics War Tabletop Wargame Development Doc: Warning!!! Feedback
Relics War Tabletop Wargame Development Doc: Warning!!! Feedback
Relics War Tabletop Wargame Development Doc: Warning!!! Feedback
Date
Change Description
0.1
05/02/2013
Initial draft
This document is a living document and will be updated as and when required. To make
sure you have the latest copy, be sure to check our forum:
http://www.torgaming.co.uk/forum/
WARNING!!!
These are development rules and as such have not been fully tested yet (some may
not have been test at all yet!! Shock horror).
FEEDBACK
As with all our rules, we love to give you, the player the chance to say what you think. So,
here's another chance to have your say with the Relics based rules.
Once you have tried out the rules contained in this doc, feel free to pop onto our forum (link
above) or to email us ([email protected]) with your thoughts and feedback.
Try to keep the feedback impartial.
Thanks!!!
Relics War
Relics War (RW) is a tabletop wargame to allow players to fight large battles comprising units made
up from hundreds of warriors. Armies of this size are like beasts, hard to control and co-ordinate.
Battles the scale of which RW simulates are never about the individual bayonet or claw. The
casualties a unit takes are not as important as the units willingness to fight. We do not concern
ourselves with individual casualties so the removal of models from a unit is ignored.
Battles of this scale depend on the commanders ability to control their force and keep it moving to
execute their plans. This is not an easy thing to do and even a lucky commander cannot have all their
commands executed correctly.
It is your job as the army commander to bend that army to your will. Manoeuvring it in such a way to
bring your best troops to engage the enemy where you choose and, God willing, win the victory.
The game is fully compatible with the current Relics range. In fact, the unit sizes mentioned on each
profile allows you to make use of the Relics models on their 30mm round bases by just forming them
up into units. However, we suggest making unit trays and placing the models onto the trays to make
it easier to move. If you are that way inclined, you can even make the units permanent but basing
the models on to a large base the size of the unit. Or maybe magnetise the models? Either way, the
current range is fully compatible and as we release new models, we will release their profile for
Relics War.
Oh, one more thing Have fun!
Measurements
All measurements in RW are made in Inches. You will need a ruler or tape measure that has inches
on it or some of them measuring sticks that are in inch pieces.
During the game, players are free to measure all distances they want when they want.
How to measure
When measuring, the way you do it is dependent on what you are measuring.
Measuring the distance between a unit and a commander is done from the edge of the
commanders base to the centre of the closest edge of the target unit. (see Command Range
Bands and Activating Units)
Movement is measure from the centre of the unit to the point the unit is moving too, at
which point the unit is placed with its centre on that point. (see Move)
Measuring ranged attacks are made from the centre of the closets base edge to the closest
point of the target unit. (see Shooting)
For any other instance of measuring it is always done from closest point to closest point.
Dice
RW makes use of six sided dice numbered 1 to 6.
During this rule-set, you will see the dice referred to in a number of ways:
Command Dice: In RW we use command dice which are three sided dice (D3)
D3: This is a three-sided die. Whilst you can actually buy 3 sided dice, its just as easy to roll a
D6 and half the result, rounding up
Commanders
Commanders are the backbone of your army. Without them, you army will not function.
The commanders are represented on the tabletop by a 50mm circular base with one or more
models on it - a good chance for you to let your modelling skills loose and create a mini diorama!
A commander model is not classed as a unit. It has no flank or rear and has no combat ability. The
commander profiles have a single stat consisting of two values
For example: 2/4
The first value, the 2 in this example, is the number of command dice you roll for that commanders
command points each turn (see Generate Command). The second value is that commanders
command range. (See Command range bands)
Units
RW armies are made up of a number of units and commanders.
Trooper Unit
Frontal Arc Move
45
5
UAR: Unreliable
5 points
Type
Medium
180mm wide
60mm deep
Combat
2
Shooting
12/2
Reform
4+
The general details: This section includes the unit name, the cost of the unit in points and
the unit size. As units are dealt with as a single entity, the number of models on the base is
up to the players.
The frontal arc: This is an area to the front of the unit that is used in RW for a few
mechanics. (see Frontal Arc)
Move: Pretty obvious really. This is the value, in inches, this unit may move during a single
command. (see Move)
Type: The units type is used for some stuff such as interpretation of units (see
Interpenetration). Each unit can be one, and only one of the following:
o Light - This unit is considered lighter than medium and heavy units.
o Medium - This unit is considered lighter than heavy units.
o Heavy This unit is considered to be heavier than both medium and light units.
o Artillery This unit is considered heavier than heavy, medium and light units. This unit is
also less mobile than others are. (see Artillery)
o Monster Well, what can we say... This unit type is heavier than all others are.
Combat: This value is the number of d6 the unit rolls when the unit is fighting in combat (see
Combat)
Shooting: This contains two values, the first is the range the unit may fire in inches and the
second is the number of d6 the unit rolls when making a ranged attack (see Shooting). Its
entirely possible that units will not actually have this value on their profile. When this is the
case, the unit may not make ranged attacks at all.
Disruptions received from Combat: This shows the multiple values that needs to be rolled
on the dice of a combat attack that is targeting this unit to cause a disruption
Disruptions received from Shooting: This shows the multiple values that needs to be rolled
on the dice of a shooting attack that is targeting this unit to cause a disruption
Reform: This value is used in a number of places such as removal of disruption counters
either through the reform command or to attempt to avoid receiving disruption counters
when receiving two commands. (see Commands)
Unreliable: When this unit makes any roll that utilises the Reform stat, the unit must reroll
Turn order
Each turn follows a simple four-phase process:
1. Generate command and initiative
2. Activate units
o The player that has the initiative this turn (see Initiative) decides if they want to be
the active player first or second.
The active player then nominates one of their commanders to be the active
commander and spends command points doing:
Spend command points activating units or brigades one at a time.
When active, a unit may move, attempt to remove disruptions and
shoot is possible.
Move commander
o The non-active player then becomes the active player and follows the same process.
o This continues until both players have activated all their commanders and spent all
the command points they wish too.
3. Fight Combat with all units that are in contact with an enemy unit.
4. End phase a time to get a cuppa, tidy up the table a little and take a leak. ;-)
Generate command
Command is one of the most important parts of RW. Without a good command structure, an army
cannot operate.
During the Generate command and initiative phase, all players generate their command for that
turn and determine the player with the initiative for the turn by rolling a number of command dice,
which are D3 dice.
For each commander in their force, players roll a number of command dice equal to that
commanders command value. The results of all the command dice rolled by a player are added
together and this total is the number of command points the player has in their command pool for
that turn.
Its an idea to roll your main commanders command dice separately as it is also used for initiative.
(see Initiative for more details)
Initiative
Cleverly, we also use the generate command roll to see who has the initiative that turn!
Both players compare the command points of their main commander. The player with the higher
number of command points generated by their main commander has the initiative for this turn.
Therefore, it is worthwhile rolling the main commanders command dice separately, or as different
colours to the rest of the commanders dice.
Being the player with the initiative is always good as you decide whether you want to activate a
commander and spend some of your command points first that turn or force your opponent to do
so.
A commander with a command range of 4 will have a CRBs of 4, 8, 12, 16, 20 inches.
Whilst a commander with a command range of 6 will have a CRBs of 6, 12, 18, 24, 30 inches.
A unit is 14 inches away from a commander with a command range of 4, the unit is in the
commanders CRB of 4 (Range band 4 is 12.1 to 16 inches) so each command issued to this
unit that turn would cost the commander 4 command points.
INSERT RANGE BAND PIC HERE
Commanding Units
The active player nominates one of their commanders to be the active commander and starts
commanding units.
Command Points are spent activating units to have them move, shoot etc. Hopefully, the decisions
you make here will be the right ones!!
The process to activate a unit is quite simple
1. Announce which unit you intend to activate and what commands you are giving it - Move in
this direction, shoot at this unit, remove Disruption Counters etc - See Commands for
further details.
2. Measure the range from the centre of the closets face of the unit to the active commander
and work out the command range band the unit is in.
3. Discard a number of command points from your command pool equal to the command
range band measured in step 2 for each command you wish to issue to the unit.
Brigades
During battle, players are able to form brigades to make it easier to move units about (and for less
command points!)
Up to four units of the same army that are in contact with each other may be formed into a brigade
on an ad-hoc basis when commands are being issued.
The player simply declares their intention to form the brigade at point 1 of the Commanding Units
process above. All the units in the brigade must be given the same command/s.
Then, at point 3 above, the player works out the cost in command points for the nearest unit only
and pays this amount in command points. The whole brigade now carries out the command/s they
have been issued.
Units in a brigade move independently and must follow the normal movement rules except it is
assumed units in a brigade do not obstruct one another during this movement. The player must
ensure that all units in the brigade are still in contact with at least one other unit of the brigade and
the brigade is still a single entity once all the units have completed their movements. If this is not so,
the brigade has performed an illegal move and ALL units in the brigade take a disruption counter.
Commands
There are three different commands in RW that can be issued to a unit. These are:
Move - Allows the player to move the unit following the movement rules. A unit may have
up to two of these commands.
Shoot - Allows the player to make a ranged attack following the shooting rules
Reform - Allows the player to attempt to remove disruption counters from a unit
If a unit is not being given a reform command, it can receive up to two commanders in one turn, and
if two are being given, they must be given at the same time and therefore you need to measure for
the command band and pay the command points for both commands at the same time.
When giving two commands, a unit may not have more than one shoot command but they can have
two move commands.
The only exception to this max of two is the reform command. If the reform command is issued to a
unit, that unit may not be given any other command that turn.
Movement:
RW does not concern itself too much with how a unit gets from point A to point B. As long as the
unit can move that far then the player can move it to that point. Well, its not a simple as that, but
its not complicated either. Oh, and this is one of those times were we make use of the units frontal
arc too!
So, a unit has been issued the command to move, so the player follows some simple steps to move a
unit.
1) Measure from the centre of the unit to the point within the units movement range you
want to move the unit too.
2) Check to see if the point you are measuring to is in or outside the moving units frontal arc.
a) If the point you are measuring too is in the units current frontal arc, then the unit is
moved to the point and everything is hunky-dory.
Impassable terrain
Impassable terrain is terrain that units cannot enter. This can be a lake, or a cliff. The players should
agree between themselves what is impassable and what isnt on their battlefield before deploying
armies and having a game.
Domination zone
Each unit has a domination zone; this represents an area in the units frontal arc that we consider
the unit to have some sort of control over.
If a unit is within a single movement distance of an enemy unit and has that enemy unit within its
frontal arc, the enemy unit is within the domination zone of this unit.
It is possible for a unit to be within domination zone of an enemy unit but not have that enemy unit
within its own domination zone. It is all down the units movement rate and its frontal arc
Units that activate and are in domination zone of one or more enemy units, which are also within
the active units frontal arc, must do one of the following:
Move to base to base contact with the closest enemy unit and fight combat.
Move directly back, away from the closest enemy unit.
Shoot, if they are able too, at the closest viable enemy unit that has the active player in its
dominance zone.
Move to a position that places the unit no longer in the domination zone of any enemy unit.
Move to a position that brings at least of the enemy units it is in the domination zone of into
its domination zone.
The domination zone of Light units only affects other light units. Other unit types ignore the
domination zone of light units.
Interpenetration
Units may move through other friendly unit, or interpenetrate as we call it. However, this is not
always a simple task and can end up with units becoming disordered.
When interpenetrating, the moving unit should have enough movement to clear the stationary
unit/s. If not, then one of two things will happen:
If the moving unit is of a heavier type than then stationary unit/s it is interpenetrating, the
moving unit will displace the stationary unit/s directly backwards enough to give the moving
unit room to be placed but in contact with the unit.
If the moving unit is of equal or lighter type than the stationary unit/s, the moving unit may
not penetrate and must end its movement at the point which it contacts the stationary
units.
Once the moving unit has completed its interpenetration movement, the player needs to check to
see if either the moving unit or the unit/s it moved through has become disrupted.
For light units, place a disruption counter on the unit if it was displaced. If the unit was not
-1
-2
If the unit modified roll is equal to or higher than its reform value (see Disruption counters), the unit
does not receive a disruption counter. If the unit fails to reach the reform value, place a disruption
counter on the unit.
INSERT INTERPENETRATION IMAGE
Evading
When a light unit is contacted, it may attempt to evade if the player wishes
How they evade is dependant what type of unit contacts them and if either unit is mounted.
When contacted, cross ref the two units details on the following table.
Evading
Unit
Light
Unit
Not Mounted Roll
Mounted
Auto
Mounted
Light Unit
Roll
Roll
Contacting Unit
Medium
Mounted
Unit
Medium Unit
Auto
Roll
Auto
Auto
Heavy
Unit
Auto
Auto
Mounted
Heavy Unit
Roll
Auto
If the result on the table is Auto, the light unit automatically evades. Move the light unit its full
move directly away from the moving contacting unit. If unable to move the unit its full movement
because of intervening units or terrain, move the unit as far as possible.
If the result on the table is Roll, the players need to roll to see if the evasion is a success. Both
players roll a d6 and if the evading unit is not mounted, the evading player applies the following
modifiers to their roll:
If evading unit is not mounted
Evading from a mounted Light unit
Evading from mounted Medium unit
Evading from a mounted Heavy unit
-4
0
+2
Moving commanders
The last actions a player can do whilst they are the active player is to move their commanders.
Each commander can be moved for the cost of a single command point each. If the player does not
have enough command points to move a commander, that commander may not move.
A commander may move a maximum distance of 10 inches. They may not be placed in impassable
terrain or in base contact with enemy models.
Shooting
A unit with a shooting stat is able to make a shooting attack up to the ranges specified in the stat.
To make the ranged attack, measure a line from the centre of the shooting units front edge to the
centre of the closest edge of the target unit.
If all the following points are true, you may make a ranged attack:
The target unit is within shooting range of the shooting unit as specified by the shooting
units
Modifier
-1
Combat
Units from opposing forces that are in base to base contact are in combat and must fight during the
combat phase of the turn.
Both players roll a number of D6 equal to their units combat stat and add up the total value they
rolled. Then both players modify the total they rolled with any and all modifiers that may apply and
any USRs from either unit that may affect the roll. The result is the units combat attack result for
that attack.
Situation
Unit is Light and fighting a non Light unit
Unit contacted in flank
Unit outnumbered
Modifier
-1
-2
-1 per enemy unit
Multiple Combats
When outnumbered, the outnumbered unit has a -1 per unit they are fighting. A unit is
outnumbered if it is in contact with more than one enemy unit and each of those is only in contact
with the outnumbered unit
INSERT IMAGE OF MULTIPLE COMBATS HERE.
Each unit rolls their respective combat dice and modifiers them as usual. The outnumbered unit
compares their combat attack result to each of the enemys combat disruption stats independently
and applies disruption to them in the usual way.
The outnumbered unit will then potentially receive disruptions from all enemy units it is fighting
independently as they compare their combat attack result
Losing combat
During combat, in addition to potentially taking disruption, the likely hood is that one or more units
in the combat will be forced to fall back.
Compare each units combat attack result with all enemy units it is in combat with. Irrespective of
disruptions caused, the a unit that rolled a lower combat attack result than the enemy unit is
considered to have lost the combat and must fall back, see Falling Back.
Drawn Combat
In a situation of two units rolling the same combat attack result, the unit that rolled the most
number of dice is the loser and must fall back.
If both units rolled the same number of dice, the unit that moved into combat must fall back.
In all cases of draws, all units involved receive one disruption counter.
Falling Back
After combat, a unit forced to fall back. When this happens, the unit must be moved directly
backwards 1 base depth.
When falling back, units WILL force themselves through friendly units of a equal or lighter type.
When this type of interpenetration happens, all units involved take a disruption counter. Sorry, no
choice.
If the falling back unit makes contact with a unit type that is heavier than the falling back unit, the
falling back unit must stop when contact is made and receive a disruption counter.
If a falling back unit would move into contact with an enemy unit, they will stop 1 away from the
enemy unit and receive an additional disruption counter.
Disruption Counters
In RW, we use disruption counters to represent how tired and spent a unit is. Units can only sustain
so much disruption and if a commander isnt careful the unit will disintegrate from the battle field
and take no more part in the battle.
A commander who knows what they are doing will pull a unit from the battle line and give it time to
reform and recover before committing them again with renewed vigour.
Causing disruptions
Once the players know the units attack value for an attack, either shooting or combat, they need to
see how much disruption they have caused to the target unit, if any at all.
Divide the combat attack result by the target units disruption stat for the specific attack type (the
defenders Shooting Disruption stat when targeted by shooting attacks, the defenders Combat
Disruption stat when targeted by combat attacks) and rounding down to the closest full number.
The resulting value is the number of disruption the target unit receives.
For example. a unit has a ranged attack result of 11, the defending units disruption caused by
Shooting is 4. 11/4 is 2.75, which is rounded down to 2. The defending unit receives 2 disruption
counters.
Removing units
When a unit receives a disruption counter that will take the number of disruption counters on the
unit to four, the unit has had the fight beaten out of it. Remove the unit immediately.
Army building
Building an army list is pretty simple in Relics War.
Each player needs at least one commander but can have more observing the following points:
The first commander is the free commander listed on the army list.
Subsequent commanders cost a number of points equal to the second commander listed in
the army list.
The units that make up an army are split into two categories, Core and Special. The player must
observe the following restrictions:
There must be at least one core unit for each commander taken. These units are not
assigned to the commanders, you just have to make sure you have at least one core unit
per commander.
There is no maximum limit on the number of core units in a force.
The total number of special units in the army must not exceed the total number of core units
in the army.
Britanans
Commanders
Stats Bases size Cost
First Commander
2/4
50mm
Free
Subsequent Commanders 2/4
40mm
4 Points
Core Units
Trooper Unit
Frontal Arc Move
45
5
UAR: Unreliable
Dragoons Unit
Frontal Arc Move
360
8
UAR: Unreliable
180mm wide
60mm deep
5 points
Type
Medium
Combat
2
5 points
Type
Light
Shooting
12/2
90mm wide
90mm deep
Combat
2
Shooting
8/2
Reform
4+
Reform
3+
Reform
3+
Reform
3+
Reform
4+
Special Units
Grenadier Unit
Frontal Arc Move
45
5
UAR: Unreliable
10 points
Type
Medium
Marksmen Unit
8 points
Type
Light
Highlander Unit
8 points
90mm wide
60mm deep
Combat
3
Shooting
10/3
90mm wide
90mm deep
Combat
2
Shooting
15/2
90mm wide
90mm deep
Combat
3
Shooting
-
Orcnar
Commanders:
Stats Bases size Cost
First Commander
2/3
50mm
Free
Subsequent Commanders 1/3
40mm
2 Points
Core Units
Unmann Unit
7 points
Frontal Arc
Move
45
6
UAR: Fluid Unit
Type
Medium
Docga Unit
8 points
Frontal Arc
Move
45
8
UAR: Outrider
Type
Medium
90mm wide
90mm deep
Combat
3
Shooting
-
120mm wide
80mm deep
Combat
4
Shooting
-
Shooting
6
Reform
4+
Shooting
5
Reform
5+
Special Units
Eotan Unit
9 points
Frontal Arc
Move
Base Width
5
UAR: Hardened 5
Grymann Unit
Frontal Arc
360
UAR: None
3 points
Move
6
Spatga Unit
Frontal Arc
45
UAR: Acid
Type
Heavy
Type
Light
5 points
Move
5
Type
Medium
120mm wide
80mm deep
Combat
5
Shooting
-
90mm wide
90mm deep
Combat
2
Shooting
8/2
80mm wide
40mm deep
Combat
1
Shooting
12/3
Shooting
6
Reform
4+
Shooting
4
Reform
4+
Shooting
4
Reform
5+
Vaettir
Commanders:
Stats Bases size Cost
First Commander
2/5
50mm
Free
Subsequent Commanders 2/4
40mm
4 Points
Core Units
Varrier Unit
7 points
Frontal Arc
Move
45
6
UAR: Blade Masters
Type
Medium
Varbres Unit
3 points
Frontal Arc
360
UAR: Dodge
Move
8
Type
Light
90mm wide
90mm deep
Combat
3
Shooting
-
90mm wide
90mm deep
Combat
2
Shooting
-
Shooting
6
Reform
3+
Shooting
5
Reform
4+
Special Units
Vstonin Unit
8 points
Frontal Arc
Move
Base Width
4
UAR: Broadsword
Type
Heavy
Cwalu Unit
Frontal Arc
45
UAR: Leach
7 points
Move
5
Cylod Unit
Frontal Arc
45
UAR: None
Type
Medium
6 points
Move
5
Type
Medium
120mm wide
80mm deep
Combat
4
Shooting
-
90mm wide
60mm deep
Combat
4
Shooting
-
90mm wide
60mm deep
Combat
2
Shooting
12/3
Shooting
6
Reform
3+
Shooting
5
Reform
3+
Shooting
5
Reform
4+
Nuem
Commanders:
Stats Bases size Cost
First Commander
2/5
50mm
Free
Subsequent Commanders 2/4
40mm
4 Points
Core Units
Paenitentiam Unit
5 points
Frontal Arc
45
UAR: Chains
Type
Medium
Move
5
Dedicatus Unit
9 points
Frontal Arc
Move
Width
5
UAR: Hardened 5
Type
Heavy
90mm wide
90mm deep
Combat
2
Shooting
-
120mm wide
80mm deep
Combat
4
Shooting
-
Shooting
5
Reform
4+
Shooting
6
Reform
3+
Special Units
Tormenta Unit
8 points
Frontal Arc
Move
Width
5
UAR: Black Pulse
Type
Heavy
Concursus Unit
6 points
Frontal Arc
Move
45
5
UAR: Automaton
Type
Medium
Sagittarius Unit
6 points
Frontal Arc
Move
45
5
UAR: Automaton
Type
Medium
80mm wide
40mm deep
Combat
-
Shooting
10/3
90mm wide
60mm deep
Combat
3
Shooting
-
90mm wide
60mm deep
Combat
-
Shooting
10/2
Shooting
6
Reform
3+
Shooting
5
Reform
-
Shooting
5
Reform
-
UAR:
Acid: When making a ranged attack, if a double is rolled on the attack roll, immediately roll an
additional D6 and add the result to the units ranged attack result.
Automaton: In order for this unit to be activated, it must be in base-to-base contact with a nonautomated unit. Note, it does not necessarily need to be brigaded with the unit however.
In addition, when making reform rolls this unit uses the reform value of a non-automated unit it is in
base-to-base contact with.
Black Pulse: When making ranged attacks, roll an additional D6 and discard a single die that rolls the
lowest.
Blade Masters: When making a combat attack, if a double is rolled on the attack roll, immediately
roll an additional D6 and add the result to the units combat attack result.
Broadswords: When making combat attack rolls, this unit may reroll a single D6. The result of the
reroll must be used.
Chains: Enemy units making combat attack rolls whilst in base contact with this unit receive a -1 to
their combat attack result.
Dodge: During combat, this unit may force a single enemy unit that is making a combat roll against it
to reroll a single D6. The result of the reroll must be used.
Fluid Unit: Once per turn when this unit may activates, you may move a maximum of one
disruptions counter from this unit to a friend unit with the Fluid Unit USR that is in contact with this
units rear edge. A unit with Fluid Unit may move or receive a max of 1 disruption counter per turn.
Hardened 5: When this unit received disruption counters from a combat or shooting attack, roll a
D6. On a roll of 5 or 6, ignore one disruption.
Leach: When this unit causes another unit to receive one or more disruption counters, remove a
single disruption counter from this unit. The removed disruption counter cannot have been placed
on this unit this turn. The number of disruption counters on this unit cannot go below zero.
Outrider: Requires one less command point when activating a unit to carry out commands.
Unreliable: When this unit makes any roll that utilises the Reform stat, the unit must reroll any dice
result of a 6. The second roll result must be used.