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This document presents a number of official scenarios for use with Relics.
When using this document, we recommend the players decide on the size of the game
and then create the force they wish to use prior to deciding on a scenario. This way,
both players have to work that little but harder at making a rounded force list, as they
dont know what their objectives will be.
Players can just agree a scenario to play, or better still, randomly decide on a scenario.
We recommend the latter as it is much more fun.
Some scenarios may call for one player to have x% of points less than the opponent.
If you have chosen the more fun route of selecting your lists prior to knowing the
scenario, the player that has their force reduced should remove the amount of required
points from their pre-selected list, ensuring they still abide by the unit min/max values
for their force.
If you find any issues with the enclosed scenarios, please pop over to our forum and let
us know: www.torgaming.co.uk/forum
If you want to let us know about some scenarios that you think would fit Relics perfectly
please let us know: contact@torgaming.co.uk
Whatever scenario you decide to play, the one thing to remember is that wargaming is
about having fun, winning is just a pleasant side product of having the fun!
Each scenario will have a number of predefined special rules. These rules are listed below
and must be applied to your Relics game for any scenario on which they are listed.
Attacker-Defender
The scenario requires one player to take on the role
of the Attacker whilst the other player takes on the
role of the Defender.
If both players can agree, they can play the roles
they wish too. If they are unable to agree, each
player rolls a D6, and the highest number is the
Attacker, and the lowest the Defender. Reroll ties
Continual Reserves
This uses the same rules as reserves, with the
addition that any unit that started the game in
reserve is returned to the reserves pool once it has
been removed from the table. The one exception to
this rule is the Elvspon, which once removed from
the table are never returned to the reserves.
Hidden Deployment
The scenario will specify the number of terrain
pieces designated as deployment spots each with a
unique number. These terrain pieces should be no
larger than 4 by 4.
When placing the deployment spots, no spot can
be within 6 of another deployment spot.
Before the game begins, but after the deployment
spots have been deployed the player with hidden
deployment may put one unit into reserve for
each deployment spot. Each unit should have an
indicator with it to show which deployment spot
they are hidden in.
Each deployment spot can only have one unit
hidden in it but the player does not have to hide
units in all deployment spots on the table.
At the start of any game term, before the initiative
roll is made, the player may reveal any hidden
units they wish too.
The revealed units are placed on the table, with at
least 50% of the unit within 2 of the deployment
spot. Revealed units count towards the number of
units on the table for determining initiative that
turn.
No Commanders
A player will automatically lose the game at the end
of a turn, regardless of other victory conditions,
if the player has no independent units with the
command ability left on the table.
Note: If a player did not have any independent
units with the command ability in their force at the
start of the game, they cannot lose the game in
this manner.
No Troops
A player will automatically lose the game at the end
of a turn, regardless of other victory conditions,
if the player has only independent units with the
command ability left on the table.
Objectves
There are two types of objectives:
2
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objective:
If the objective is as capture objective,
spell casters must be either on or within 2
of the objective.
If it is a target objective, the spell casters
must be within 4 when it is intact or 1 when it
is destroyed.
Portals
All Portals are based on a 50mm base, such as the
base supplied with them. In a scenario that uses
Portals, the number of Portals is always five.
Deploying portals
Portals are deployed by both players, alternating
between them starting with the Defender (if
Attacker-Defender is used).
Each player must deploy their first portal in their
opponents table half and must deploy their second
portal in their own table half. The fifth portal is placed
on the centre line of the table by the defending
player and can be moved D6 to either the left or
right along the centre line by the attacking player.
Activating and controlling portals
All Portals are inactive and cannot be entered until
activated by a player. An inactive portal can be
exited by a unit travelling from an active portal.
A player activates a portal by having a unit start
their activation with at least one model in base-tobase contact with the portal and sacrificing combat
action of one of the models in base-to-base contact
with the portal whilst there is not an enemy unit
within combat range of the portal.
The portal is now considered activate and under
the control of this player. If the opposing player
follows the same procedure on the active portal,
they become that portals controlling player.
A portal can only be under the control of one player
at any given time but a player can have any number
of portals under their control.
Travelling through Portals.
A unit either starting their activation with a model
in base-to-base contact with the portal or moving
into base-to-base contact with an activated portal
under the players control can be moved into baseto-base contact with another portal under that
players control or to a random portal not under
that players control.
Models may complete any remaining movement
3
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Reserves
From the second turn onwards, prior to initiative
rolls, a player with units left in their reserve pool
may test to see if any of the units arrive.
Any units arriving from reserve will make one of
two special arrival movement, depending on the
result of the roll for them to appear. These arrival
movements are called deployment move and
enhanced deployment.
Deployment Move
4
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an Elvespon
A friendly Vaettir spell caster within
6 that has not activated this turn discards a
power dice.
These cannot be gang-up attacks, and the unit
does not count as charging
Unit is Shaken
Ritual casting
To carry out a Ritual Casting, the active player must
be in control of a Ritual Object and have casters
within range as specified in the Ritual Object special
rules.
Victory points
At the end of the game, players work out Victory
Points to see how well they have done. One point is
are awarded for each of the following situations as
at the end of the game:
Ritual Objective
These can be either Capture or Target Objectives.
The type of objective determines how close to the
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Encounter
12
12
Deployment
Zone
Deployment
Zone
Centre Line
Victory conditions:
none
Win:
force.
Complete
destruction
of
opposing
Assault
12
12
Deployment
Zone
Deployment
Zone
Centre Line
Victory conditions:
No commanders
Victory points
6
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Onslaught
12
12
Deployment
Zone
Deployment
Zone
Centre Line
Scenario rules
The Attacker chooses up to 50% of their force in points that are not classed as an independent commander
to be held in reserve.
The Defender chooses a table half and deploys all of their force on their half of the table and at least 12
away from the centre line.
The Attacker deploys all of their force not held in reserve on their half of the table and at least 12 from
the centre line.
All reserves arriving from turn 4 onwards can use enhanced deployment.
Attacker-defender
Deployment move
Enhanced deployment.
Victory conditions:
Attacker Win: All of Defenders forces are
destroyed or shaken within 8 turns.
Attacker Major Win: All of Defenders forces
are destroyed or shaken within 6 turns.
Defender Win: Not of all force destroyed or
shaken after 8 turns.
Defender Major Win: Attacker loses due to
no commanders.
7
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Ambush
Attackers
Deployment Zone
6
24
Defenders
Deployment Zone
18
18
6
Scenario rules:
6
Centre Line
The defender chooses their table edge for reserves to arrive through, and at least 25% of their force in
points to be held in reserve.
The attacker positions two hidden deployment markers within their deployment zone, and chooses up to
two units of their force to be deployed as hidden deployment.
The defender deploys all their force not in reserve and then the attacker deploys the remains of their
force not in hidden deployment.
The defender received 50% victory points for any of their units that exit from their table edge. For units
that exit from the attackers table edge, the defender receives twice the victory points the unit would
normally provide.
Victory conditions:
Attacker-defender
Deployment move
Victory points
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Boom Bang!
Attackers
Deployment Zone
Defenderss
Deployment Zone
12
12
Attackers Objective
Placement Area
Scenario rules:
Centre Line
Attacker places one objective in the defenders half of the table, at least 6 away from the centre line, the
defender then places a second objective anywhere within their own table half.
Boom & Bang: One unit from the attackers force must be nominated as the Boom & Bang Brigade. The
unit nominated must not have a cost of more than 20 points per model.
This unit may choose to make a melee attack at 4D6 ignoring the oppositions defence on a model by
model basis. The owning player announces which models will be making this type of attack before any
attack dice are rolled. Each model making this attack is immediately removed from the table as a result
of this attack, no matter the outcome.
This attack cannot be made as a gang-up attack.
Victory conditions:
Attacker-defender
Attacker
objectives.
Objectives
Major
Win:
Destroyed
both
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Break Through
Attackers
Deployment Zone
15
12
Attackers Table Edge
Defenders
Deployment Zone
24
12
Attackers
Deployment Zone
15
Centre Line
Scenario rules:
The Attacker must remove 20% of their force from their list once the table has been set up, prior to
deploying forces. If you are determining scenarios before building forces, the Attacker has 20% less
points than the Defender.
The Attacker gains double victory points for each enemy unit destroyed.
The Defender gains double victory points for each unit that moves off the table via the attackers table
edge.
10
Victory conditions:
Attacker-defender
Victory points
12
12
Attackers
Deployment Zone
Defenderss
Deployment Zone
Scenario rules:
Attacker chooses either the Target Objective or the Capture Objective and places it in the Defenders
half of the table, at least 5 away from the centre line. The Defender then places the other objective
anywhere within their table half.
Attacker-defender
No commanders (attacker)
No troops (attacker)
Objectives
Victory conditions:
Attacker Win: Either destroyed
objective or controls capture objective.
target
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Attackers
Deployment
Zone
12
Centre Line
Scenario rules:
Attacker places one objective in the defenders half of the table, at least 6 away from the centre line. The
defender then places the other objective anywhere within their table half.
The defender places at least 75% of their force in points in reserve.
Attacker-defender
Deployment move
Enhanced deployment.
No commanders (attacker)
No troops (attacker)
Objectives
Reserves (defender)
Victory conditions:
Attacker Win: Controls one objective after
8 turns.
Attacker Major Win: Controls both objectives
after 8 turns.
Defender Win: Attacker fails to control either
objective.
Defender Major Win: Attacker loses due to
no commanders or no troops.
12
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Scenario rules:
20
Defenders
Deployment Zone
Reserves Appear on a 4 to 6
20
Reserves Appear on a 1 to 3
Centre Line
The defender places 4 hidden deployment spots on the table in the defenders deployment zone. These
hidden deployment spots also count as capture objectives
The defender places what units they want into hidden deployment and places the rest of their force in
reserve.
When a defenders unit arrives from reserve, roll a D6 to see what table edge the unit enters the table.
The unit will arrive on the table edge corresponding to this number as shown in the set up diagram.
Attacker-defender
No troops (attacker)
Objectives
Deployment move
Objective points
Enhanced deployment
Reserves (defender)
No commanders (attacker)
Victory conditions:
13
The Ritual
Defenders Deployment
Zone
20
Reserves Appear on a 4 to 6
Reserves Appear on a 1 to 3
20
Centre Line
Scenario rules:
The defender places three target ritual objectives within their deployment area and not within 8 of
another ritual objective. The defender selects at least 65% of their force to be held in reserve, with
at least one spell-casting unit not held in reserve. Roll a D6 for each defender unit when arriving from
reserve via a deployment move. The unit will arrive from the table edge corresponding to this number.
No troops (attacker)
Attacker-Defender
Objectives
Deployment move
Reserves (defender)
Enhanced deployment
Ritual casting
No commanders (attacker)
Victory conditions:
Attacker Major Win: All objects and all enemy casters are destroyed
14
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Re-Deploy
Player ones
Deployment
Zone
Player twos
Deployment
Zone
12
12
Player twos
Awarding Zone
Player ones
Awarding Zone
Centre Line
Scenario rules:
Vistory points awarding area is the area 6 in from the opposing table edge.
No Commanders
Portals
Victory Points
Victory conditions:
Major Win: 25% more vicotry points at end of game than the opponent or opponent loses due to
No Commanders
15
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