Relics War Tabletop Wargame Development Doc: Warning!!! Feedback

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Relics War Tabletop Wargame Development Rules V0.

Relics War Tabletop Wargame Development Doc


Version

Date

Change Description

0.1

05/02/2013

Initial draft

This document is a living document and will be updated as and when required. To make
sure you have the latest copy, be sure to check our forum:
http://www.torgaming.co.uk/forum/

WARNING!!!
These are development rules and as such have not been fully tested yet (some may
not have been test at all yet!! Shock horror).

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!!!

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1

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.

Relics War The finer points


RW is intended to be a tabletop wargame that allows you, the players, to fight epic battles using
armies that represent thousands of men, machines and monster.
When building a game of this scale, you need to take a few things into consideration. A few things
that may, at first, make the game feel weird.
Command is a big thing at this level. The players should not really have the luxury of micromanaging
all factors of an armies movement. In fact, it would be surprising if commanders were able to
command the entire army in a single turn (if battles were really broken down into turns that is). As
such, we use a command system that requires the player to think carefully about the commanders
position on the battlefield and the number of command points the player may have next turn.
Historically, it was impossible for a commander to know exactly what sort of casualties a unit has
taken until after the battle, and often not even that day! This should be no different here. We do
not concern ourselves with individual casualties. After all, if a man is killed, another will step into his
place and fight.
Instead, we look at the units ability to continue to fight. This ability to fight is all down to how
together the unit is. A man alone on the battlefield may not have a lot of willingness to continue
fighting. Surround him with many men just like him and keep them formed and disciplined and
suddenly that man is much more willing. Now, if you take that unit of men and disrupt them so
they are no longer tightly formed, the comfort starts to go. When that goes, the discipline goes and
with it the willingness to fight.
Even after taking casualties, if a unit is given time to form up again, it becomes just as effective in a
battle as it was before the casualties are taken. To represent this, we use Disruption as an indicator
of a units current state. A unit takes disruption counters when it is shot at or in combat or if the
commander asks it to make a manoeuvre that is beyond its general ability. If a unit takes enough
disruption, the unit disintegrates and is no longer effective as a fighting force.

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1


As such, in RW, commanders must manage a units disruption, give them time to reform, and
remove the disruption counters if the player wishes to keep the unit in the battle.
Movement is the next thing we look at. At this scale of battle, the commander really doesnt care
how a unit gets from point A to point B. He just makes the command and expects the unit to do it. As
such, we do not concern ourselves with micromanaging things like wheeling or oblique
movements. Instead, units are able to move to any point within range. This means movement is
quiet free in RW
However, whilst it possible to move a unit to wherever you want within the units movement range,
some units are more manoeuvrable than others, so think carefully about you move them as you may
cause them disruption and degrade their combat effectiveness.... If you do, you will need to give
them time to reform or commit them to the battle-line knowing they are not as efficient as they
could be!!!

Relics War Development rules


This document is the very first version of Relics War. Its far from complete, no doubt there will be
issues in it, unit points costs, overpowered rules, ambiguous rules etc. But that doesnt mean were
going to keep them secret and not let you all use them.
We dont plan on a hard release of these rules any time soon, but rather we plan on developing
them openly. As we work on the rules, we will release new versions that fix issues and add new ideas
to the game. If you want too, you can help us do that by telling us your findings.
If you find anything that you feel is broken or just needs a little titivating, you can let us know via our
forum: http://www.torgaming.co.uk/forum/

The game is fully compatible with the current Relics range. In fact, the unit sizes mentioned on each
profile allows you to make use of the Relics models on their 30mm round bases by just forming them
up into units. However, we suggest making unit trays and placing the models onto the trays to make
it easier to move. If you are that way inclined, you can even make the units permanent but basing
the models on to a large base the size of the unit. Or maybe magnetise the models? Either way, the
current range is fully compatible and as we release new models, we will release their profile for
Relics War.
Oh, one more thing Have fun!

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1

Measurements
All measurements in RW are made in Inches. You will need a ruler or tape measure that has inches
on it or some of them measuring sticks that are in inch pieces.
During the game, players are free to measure all distances they want when they want.

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

Measuring the distance between a unit and a commander is done from the edge of the
commanders base to the centre of the closest edge of the target unit. (see Command Range
Bands and Activating Units)
Movement is measure from the centre of the unit to the point the unit is moving too, at
which point the unit is placed with its centre on that point. (see Move)
Measuring ranged attacks are made from the centre of the closets base edge to the closest
point of the target unit. (see Shooting)
For any other instance of measuring it is always done from closest point to closest point.

Dice
RW makes use of six sided dice numbered 1 to 6.
During this rule-set, you will see the dice referred to in a number of ways:

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

D6: This means a single six-sided die.


xD6: When you see this, the x will be a number, such as 2D6. In this case, you are rolling a
number of D6 equal to the x value. So, 2D6 means roll 2 six sided dice.

D3: This is a three-sided die. Whilst you can actually buy 3 sided dice, its just as easy to roll a
D6 and half the result, rounding up

Commanders
Commanders are the backbone of your army. Without them, you army will not function.
The commanders are represented on the tabletop by a 50mm circular base with one or more
models on it - a good chance for you to let your modelling skills loose and create a mini diorama!
A commander model is not classed as a unit. It has no flank or rear and has no combat ability. The
commander profiles have a single stat consisting of two values
For example: 2/4
The first value, the 2 in this example, is the number of command dice you roll for that commanders
command points each turn (see Generate Command). The second value is that commanders
command range. (See Command range bands)

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

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1


The on table units can represent anything from lightly armed troops to massive dragons or
mammoths.
Physical anatomy of a unit
Each unit in RW can represent hundreds of men, tens of cannons or even many monsters depending
on what unit it is.
Each unit profile at the end of this document lists the physical unit size for the unit that the profile
represents.
This unit sizes are designed to allow you to use the current Relics range without need to rebase any
of the models from their round bases. Simple make a movement tray for each unit and place the
models on the tray
Statistical anatomy of a unit
Each unit is made up of a number of values that will denote the units behaviour and abilities on the
battlefield.
Below is a complete profile for a sample unit:

Trooper Unit
Frontal Arc Move
45
5
UAR: Unreliable

5 points
Type
Medium

180mm wide
60mm deep
Combat
2

Shooting
12/2

Disruptions received from


Combat
Shooting
4
5

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

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1

entirely possible that units will not actually have this value on their profile. When this is the
case, the unit may not make ranged attacks at all.
Disruptions received from Combat: This shows the multiple values that needs to be rolled
on the dice of a combat attack that is targeting this unit to cause a disruption
Disruptions received from Shooting: This shows the multiple values that needs to be rolled
on the dice of a shooting attack that is targeting this unit to cause a disruption
Reform: This value is used in a number of places such as removal of disruption counters
either through the reform command or to attempt to avoid receiving disruption counters
when receiving two commands. (see Commands)

Unit specific rules


In addition to the unit values listed above, a unit may have additional unit specific rules (USR).
The USRs are what make specific units special. They will add depth to a unit and make it stand out
from other units.
How a USR works is described in the individual USRs wording. Below are a number of examples.

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

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


Fluid Unit: Once per turn when this unit may activates, you may move a maximum of one
disruptions counter from this unit to a friend unit with the Fluid Unit USR that is in contact
with this units rear edge. A unit with Fluid Unit may move or receive a max of 1 disruption
counter per turn.

Units frontal arc


Many games of this ilk make use of arcs to denote the area to the front of a unit into which the unit
can shoot (if it is a shooting unit, obviously). RW also has this arc, what we call the Frontal Arc and
we use it for much more than just shooting!
Below you can see the frontal arc of the unit types.
INSERT ARC IMAGE HERE
As you can see, the frontal arc is quiet restrictive for some units and very open for others. This
represents the difference from heavy to light units.
Units that may make a ranged attack use the units frontal arc to determine where it can shoot (see
Shooting). In addition, we also make use of the frontal arc to determine how manoeuvrable a unit is
(see Movement) and to determine the units flank (see Unit flank)
Units Flank
Units in RW are always at their best when fighting to the front. If they are forced to fight an enemy
not to their front, they suffer greatly. Any commander worth his salt will ensure a units flank is not
put at risk.
A units flank is defined by the units base edges that are not in the units frontal arc. If an enemy
unit ends up in contact with one of the base edges that are not in the frontal arc, that enemy unit
has caught your unit in the flank. Oh dear... INSERT FLANK IMAGE HERE

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1

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.

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1


If the players roll the same amount, then the player who did not have the initiative last turn has it
this turn. If it happens to be the first turn, the oldest player has the initiative.

Command Range Bands


A commanders command range represents how far the commander can command with a set
amount of effort. Put more effort in (command points) and they can command units further away.
So, a commander with a longer command range can command units further away for less command
points.
Command range bands (CRBs) work in multiples of inches equal to the commanders command
range, up to 5 bands.
For example,

A commander with a command range of 4 will have a CRBs of 4, 8, 12, 16, 20 inches.
Whilst a commander with a command range of 6 will have a CRBs of 6, 12, 18, 24, 30 inches.

Command Range Bands and Activating Units


The CRBs are used to work out how many command points must be spent for a commander to
activate a unit.
Measure the distance from the edge of the commander to the centre of the closest edge of the unit
you wish to command and see into which CRB the distance falls. This value is the number of
command points it costs to issue each command to the unit.
For example

A unit is 14 inches away from a commander with a command range of 4, the unit is in the
commanders CRB of 4 (Range band 4 is 12.1 to 16 inches) so each command issued to this
unit that turn would cost the commander 4 command points.
INSERT RANGE BAND PIC HERE

Commanding Units
The active player nominates one of their commanders to be the active commander and starts
commanding units.
Command Points are spent activating units to have them move, shoot etc. Hopefully, the decisions
you make here will be the right ones!!
The process to activate a unit is quite simple
1. Announce which unit you intend to activate and what commands you are giving it - Move in
this direction, shoot at this unit, remove Disruption Counters etc - See Commands for
further details.
2. Measure the range from the centre of the closets face of the unit to the active commander
and work out the command range band the unit is in.
3. Discard a number of command points from your command pool equal to the command
range band measured in step 2 for each command you wish to issue to the unit.

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1


4. Carry out the actions you declared for the unit in point 1.
If at point 3 you discover you do not have enough command points left to cover the amount you
need to activate the unit, the unit remains un-activated and you will have to choose another unit to
activate or just not use the command points. Of course, you can measure at any time so if you do
end up trying to activate a unit and do not have enough command then youre a Muppet. ;-)
Once you have completed that units actions, you can then either select another unit to activate
using the active commander or pass the active player status to your opponent.
A unit may be active only once per turn, so make the best of it!

Brigades
During battle, players are able to form brigades to make it easier to move units about (and for less
command points!)
Up to four units of the same army that are in contact with each other may be formed into a brigade
on an ad-hoc basis when commands are being issued.
The player simply declares their intention to form the brigade at point 1 of the Commanding Units
process above. All the units in the brigade must be given the same command/s.
Then, at point 3 above, the player works out the cost in command points for the nearest unit only
and pays this amount in command points. The whole brigade now carries out the command/s they
have been issued.
Units in a brigade move independently and must follow the normal movement rules except it is
assumed units in a brigade do not obstruct one another during this movement. The player must
ensure that all units in the brigade are still in contact with at least one other unit of the brigade and
the brigade is still a single entity once all the units have completed their movements. If this is not so,
the brigade has performed an illegal move and ALL units in the brigade take a disruption counter.

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

Move - Allows the player to move the unit following the movement rules. A unit may have
up to two of these commands.
Shoot - Allows the player to make a ranged attack following the shooting rules
Reform - Allows the player to attempt to remove disruption counters from a unit

If a unit is not being given a reform command, it can receive up to two commanders in one turn, and
if two are being given, they must be given at the same time and therefore you need to measure for
the command band and pay the command points for both commands at the same time.
When giving two commands, a unit may not have more than one shoot command but they can have
two move commands.
The only exception to this max of two is the reform command. If the reform command is issued to a
unit, that unit may not be given any other command that turn.

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1


The move and the shoot commands can be mixed together. Therefore, a player can issue two move
commands to a unit, or maybe shoot then move or maybe move then shoot. However, dont forget
you could not issue move and remove disruptions. If you remove disruptions, you must not issue a
second command to that unit!
Of course, you do not have to issue two commands to a unit. You could just issue one if you wish.

Two commands and disruption


Although you can issue two commands to a unit, units are not always capable of carrying out both
commands promptly and without disorder when on the battlefield.
For any activation in which a unit is given two commands, you must check to see if the unit/s
become disordered.
For each unit needing to test, test one unit at a time by rolling a D6 and compare the result with the
units Disruption value. If the dice roll is greater than the units disruption value, the unit has not
received a disruption counter. If the roll is lower than the disruption value, place a disruption
counter on the unit.

Finishing with the active commander


Once the active player has spent all the command points they want to spend from their command
pool using the current active commander, the opposing player becomes the active player and they
activate a commander and spend command points from their command pool.
This continues until both players have activated all the commanders they wish too and spent all the
command points they wish too at which point the turn moves onto the end phase.
Note; you do not have to spend all the command points in your command pool or activate all your
commanders if you do not wish too. However, if you dont, the command points you dont spend are
discarded when you finish with you last active commander and pass the active player status. So if
you dont want to waste them, use them!

Movement:
RW does not concern itself too much with how a unit gets from point A to point B. As long as the
unit can move that far then the player can move it to that point. Well, 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.

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Relics War Tabletop Wargame Development Rules V0.1


b) If the point you are measuring too is not in the units current frontal arc, but the point is
not further than half the units movement rate, everything is hunky-dory, move the unit
to that point.
c) If the point you are measuring too is not in the units frontal arc and the point is further
than half its movement rate, Move the unit to that point and place a disruption counter
on the unit.
Once you have moved the unit, you may rotate it on its centre point to face any direction you desire.
This means it is important to measure from the centre of the unit and place the unit so the centre of
the unit is over the point you measured too. That way, if you rotate the unit, it doesnt gain a little
bit of extra movement!

Other units, obstacles and stuff in the way


Battlefields are never open and clear, even more so when they have armies on them! Woods, rivers
and all sorts of obstacles can find a battle raging around them. These obstacles can cause issues for a
commander when moving a unit.
When moving a unit, the player needs to take into account the terrain on their tabletop and ensure
they follow a few simple rules.
1. Units must not be placed with any part of their base on impassable terrain
2. The unit may follow a movement path as long as there is open space at least half the width
of the units front edge. This means a unit can move between two cliffs for example if the
space between the two cliffs is as wide as or wider than half the base width of the unit.

Impassable 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.

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1


Units that activate and are in domination zone of one or more enemy units, but does not have any of
them within the active units frontal arc, must do one of the following:

Move to a position that places the unit no longer in the domination zone of any enemy unit.
Move to a position that brings at least of the enemy units it is in the domination zone of into
its domination zone.

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

Interpenetration
Units may move through other friendly unit, or interpenetrate as we call it. However, this is not
always a simple task and can end up with units becoming disordered.
When interpenetrating, the moving unit should have enough movement to clear the stationary
unit/s. If not, then one of two things will happen:

If the moving unit is of a heavier type than then stationary unit/s it is interpenetrating, the
moving unit will displace the stationary unit/s directly backwards enough to give the moving
unit room to be placed but in contact with the unit.
If the moving unit is of equal or lighter type than the stationary unit/s, the moving unit may
not penetrate and must end its movement at the point which it contacts the stationary
units.

Once the moving unit has completed its interpenetration movement, the player needs to check to
see if either the moving unit or the unit/s it moved through has become disrupted.

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

displaced, the unit is not disrupted.


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

Moving unit testing


Unit Type is Heavy
+1
Ending move in contact with enemy unit - 2

Stationary unit testing


Displaced
In combat at the time

-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

Moving and keeping your distance


An active unit may not move so its end position is with 1 of an enemy unit unless the active unit is
either moving into combat or is in contact with a friendly unit of the same brigade that is moving
into contact. (see Moving into combat)
INSERT IMAGE HERE

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Relics War Tabletop Wargame Development Rules V0.1

Moving into combat


When a unit is commanded to move, the player may wish to move the unit into contact with an
enemy unit. After all, you wont win by running around each other all day, you need to get stuck in!
Units must be within a single movement of an enemy unit and the player must use a move command
to move the unit into contact with that enemy unit. This means a commander may not move a unit
into contact with an enemy unit by using a second command that turn.
Additionally, the target unit must be in the active units frontal arc in order for the active unit to
move into contact with the target unit. If you cant see it, you cant go and kill it Except for if the
units are touching corner-to-corner (see Corner-to-corner contact)
Measure the active units movement as usual and slide the active unit along the measured line
keeping the active units front base edge is perpendicular to the direction of movement until the
active units front edge touches the target unit, the units are engaged in combat. If the active unit
does not have enough movement to make contact, what the hell are you doing? Youre allowed to
pre-measure for Gods sake!!
Units do not need to be lined up, so once the moving unit makes contact, we are good for the fight!!
INSERT IMAGE HERE
Moving into a units flank/back
If you can get a unit into contact with an enemy units flank or rear base edge, you are in for a good
time.
When a player moves a unit into contact with an enemy unit, they must check to see if they are able
to make contact with the target units flank.
Before moving the unit, check to see where the centre of the moving unit is in relation to the enemy
units frontal arc. If the centre of the moving unit is within the enemys frontal arc, the moving unit
must make contact with the front edge of the enemy unit.
INSERT IMAGE HERE
If the centre of the moving unit is not in the enemys frontal arc, the moving unit will make contact
with the flank or rear edge of the target unit, whichever is the closest.
INSERT IMAGE HERE
If a flank is contacted, we recommend placing a marker on the contacting unit to remind you they
have contacted the flank of the other unit when it comes to the combat phase.
Note, units with a frontal arc of 360 do not have a flank or rear. This means that no matter where
around the unit you contact, they are never considered to be contacted in the flank or rear.
Moving into combat using interpenetration
Whilst units may use interpenetration to move through friendly units, they can also make use of
interpenetration to make contact with an enemy unit. They can even do this is the unit they are

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1


interpenetrating is already in combat with the enemy unit and displacing the friendly unit out of the
way Cant give you a bigger hit on a tactic, can I....
Using interpenetration to move into contact with the enemy is as simple as following the Moving
into Combat rules and applying the interpenetration rules to displace the intervening unit. Quiet
simple really.
INSERT IMAGER HERE
Be warned though, once the interpenetrating move has been carried out you will likely need to roll
to see if the units receive a disruption counter. This means you will likely end up disrupted before
the fight begins!
Corner-to-corner contact
Units that activate whilst in corner-to-corner contact with an enemy unit must either move into
contact with that unit and initiate combat, even if the unit is outside of the active units frontal arc or
the active unit must move so it is no longer within 1 of the enemy unit.
The one exception to this is if the unit is in edge-to-edge contact with a friendly unit that is currently
in combat. In which case the unit may stay where it is.

Evading
When a light unit is contacted, it may attempt to evade if the player wishes
How they evade is dependant what type of unit contacts them and if either unit is mounted.
When contacted, cross ref the two units details on the following table.

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

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Relics War Tabletop Wargame Development Rules V0.1


If the evading units score is equal to or greater than the contacting units score, the evading unit
evades and is moved directly back
If the evading units score is lower than the contacting units score, the evading unit fails to evade and
stays were it is.

Moving commanders
The last actions a player can do whilst they are the active player is to move their commanders.
Each commander can be moved for the cost of a single command point each. If the player does not
have enough command points to move a commander, that commander may not move.
A commander may move a maximum distance of 10 inches. They may not be placed in impassable
terrain or in base contact with enemy models.

Units moving over commanders


Commanders are not units, they have no fighting ability to speak of that would be considered
effective against a unit. As such, you dont want to let you commanders get to close to the enemy
units!
If a friendly unit moves over a commander and has enough movement to clear the commanders
base, the commander stays where it is and there is no effect. If the friendly unit does not have
enough movement to clear the commander, the commander is displaced to the centre of the closest
edge of the unit. If more than one edge is of equal distance for the commander, the owning player
decides which of the eligible edges the commander is moved too.
If an enemy unit moves over a commander, well, the commander is dead or captured. I did warn
you!

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

The target unit is within the shooting units frontal arc


The line you draw between the units does not go over any other unit or terrain piece that
blocks LoS
Roll a number of D6 equal to the shooting units shooting stat and add up the total value rolled. Then
modify the total with any and all modifiers that may apply and any USRs from either unit that may
affect the roll. The result is the units ranged attack result for that attack.

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1


Situation
Per disruption counter on shooting unit

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.

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1

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.

Disruption counters and combat or shooting


For each disruption counter a unit has on it, the unit receives a -1 to all combat and all shooting rolls
it makes.

Removing units
When a unit receives a disruption counter that will take the number of disruption counters on the
unit to four, the unit has had the fight beaten out of it. Remove the unit immediately.

Removing disruption counters


Players can remove disruption counters from units by commanding them to do so.
Units can only attempt to remove disruption counts if the active unit is not in combat with an enemy
unit or not in contact with a friendly unit that is in contact with an enemy unit at the time.
Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1


Once the command has been made, the player rolls a D6 for each disruption counter currently on
the unit. Remove one disruption counter for each die that rolled equal to or greater than the units
Reform stat
If the unit is in an enemy units domination zone, apply a -1 to the dice rolls.

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.

And that is about it!

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1

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

Disruptions received from


Combat
Shooting
4
5

Reform
4+

Disruptions received from


Combat
Shooting
3
4

Reform
3+

Disruptions received from


Combat
Shooting
5
5

Reform
3+

Disruptions received from


Combat
Shooting
3
5

Reform
3+

Disruptions received from


Combat
Shooting
5
5

Reform
4+

Special Units
Grenadier Unit
Frontal Arc Move
45
5
UAR: Unreliable

10 points
Type
Medium

Marksmen Unit

8 points

Frontal Arc Move


360
5
UAR: Unreliable

Type
Light

Highlander Unit

8 points

Frontal Arc Move


Type
45
6
Medium
UAR: Unreliable, Broadswords

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
-

Copyright 2013 Tor Gaming Limited. All rights reserved

Relics War Tabletop Wargame Development Rules V0.1

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
-

Disruptions received from


Combat
5

Shooting
6

Reform
4+

Disruptions received from


Combat
5

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

Disruptions received from


Combat
6

Shooting
6

Reform
4+

Disruptions received from


Combat
3

Shooting
4

Reform
4+

Disruptions received from


Combat
3

Shooting
4

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Reform
5+

Relics War Tabletop Wargame Development Rules V0.1

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
-

Disruptions received from


Combat
4

Shooting
6

Reform
3+

Disruptions received from


Combat
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

Disruptions received from


Combat
6

Shooting
6

Reform
3+

Disruptions received from


Combat
5

Shooting
5

Reform
3+

Disruptions received from


Combat
4

Shooting
5

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Reform
4+

Relics War Tabletop Wargame Development Rules V0.1

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
-

Disruptions received from


Combat
4

Shooting
5

Reform
4+

Disruptions received from


Combat
6

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

Disruptions received from


Combat
6

Shooting
6

Reform
3+

Disruptions received from


Combat
5

Shooting
5

Reform
-

Disruptions received from


Combat
5

Shooting
5

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Reform
-

Relics War Tabletop Wargame Development Rules V0.1

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.

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