Scenarios
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: [email protected]
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!
Document created by: Gavin Moorcroft
Rules written by: Gavin Moorcroft and Tom Lovewell
All Text, Images and illustrations are Copyright 2012
Tor Gaming ltd. All rights reserved.
Scenario Special Rules
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.
units allocated to that deployment spot, the owning
player must declare this and place the unit on the
table, with at least 50% of the unit within 2 of the
deployment spot. This counts as that players next
activation and it ends as soon as the last model in
the unit is placed on the table.
Camouflaged deployment
All units on a 30mm base are deployed with an
obscured counter on them
The unit remains onbscured until on of the following
occurs, at which point, they remove the counter:
At least one model in the unit moves. Models
rotating on the spot to change facing does not
result in the counter being removed.
At least one model in the unit shoots
When the first model in the unit is removed
from the table.
When camouflaged deployment is used in a scenario
with hidden deployment, units deployed hidden
also receive the obscured counter.
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:
Forced hidden units to deploy
Capture objectives: these have a minimum
footprint equivalent to 5x4
When unit moves within 5 of a deployment spot,
which has not had a unit deployed on it yet, the
active units activation ends. If there are hidden
Target objectives: these have a minimum
footprint equivalent to 3x3, and are considered
to be at least 3 tall.
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Holding a Capture Objective
A player takes control of a capture objective
at the end of a units activation if the following
criteria are fulfilled
1. They have more damage point worth of
models on or within 2 of the objective than
the controlling player has on or within 2 of the
objective.
2. They have more points cost value worth of
models on and within 2 of the objective than
the controlling player has on or within 2 of the
objective.
For example, The defender has four Britanan
Troopers on the objective (so four points of damage
and twenty-four points of cost). An Unmann unit of
three warriors moves so that one warrior is on the
objective and the rest are within 2.
Neither unit can claim they control the objective
as neither can claim they have both more damage
values and more points cost on in the object:
Britanan Troopers: 4 damage points, 24
points cost.
Orcnar Unmann: 3 damage points, 42 points
cost.
A player is considered to be in control of an objective
they have captured as long as they have at least
one model within 2 of the object. This continues
until either they have no models within 2 of the
objective or their opponent is able to take control
of the objective.
Commanding Objective
These can be either type of objective, and count
as having the attribute command 2 for the defined
force during the game.
Objective points
At the end of each turn, a player will gain 1 point
for each objective under their control.
Destroying a Target Objective
These objectives can be targeted just like any other
model, and count as having damage 4, defence
2, and are a large target for shooting (attacking
models may re-roll one ranged attack dice).
Ritual Objective
These can be either Capture or Target Objectives,
and the type of objective affects whether spell
casters are classed as being in range of a ritual
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
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they may have after moving through the
portal but they may not make a charge
move.
If a unit enters an active portal, which is under
the control of the opposing player, they will appear
at a portal randomly selected from all remaining
portals.
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.
is faction dependent, with the different
option below.
Britanan Flank Move
Britanan units that can make an enhanced
deployment when arriving from reserve can make
a flank move instead of a normal deployment
move. At the start of their activation, the unit
can be placed on the table edge along either of
the sides of the playing area, up to the centre
line on the owning players side of the table. They
move on at their normal rate and can complete
their activation as normal. The unit counts as
being in command for this activation.
Nuem Surfacing Move
All units have been tested once
Nuem units that can make an enhanced
deployment when arriving from reserve can make
a Surfacing move instead of a normal deployment
move. At the start of their activation, the unit
can be placed on the table at any point as long
as at least one model of the unit is in the control
range of a friendly unit, and that no model in the
unit is placed either into melee combat, or into
obscuring or difficult terrain. Units that arrive
by a surfacing move may not make another
action during this activation, but count as being
obscured until they next activate.
The first double the player rolls.
Orcnar Surrounding move
The player tests for each unit still in reserve one
at a time by rolling a number of dice equal to the
turn number. A unit will arrive from reserve when
a double is scored on their dice roll.
The player continues to check each turn for each
unit in reserve until one of the two situations occur,
at which point the player stops checking stops:
Units that have either the Scouts or Special
Deployment ability can make an enhanced
deployment on the result of a double 5 or 6.
Orcnar units that can make an enhanced
deployment when arriving from reserve can
make a surrounding move instead of a normal
deployment move. At the start of the units
activation, the unit can be placed on any side of
the table, and may either move at double their
movement value, up to a maximum of 10, and
end their activation, or make a charge move.
Deployment Move
Vaettir Summoning move
Units that arrive from a players reserve pool will
count towards the number of units on the table
for initiative purposes. The player can then active
these units at any point during the turn when they
become the active player following the normal turn
sequence in the main Relics rules.
Vaettir units that can make an enhanced
deployment when arriving from reserve can
make a summoning move instead of a normal
deployment move. At the start of the their
activation, the unit may either be placed with
at least one model within 6 of a friendly Vaettir
with the spell caster ability, or an Elvespon may
be sacrificed and the unit placed with at one
model from the unit placed where the Elvespon
was located.
For units that arrive as the result of a double
6 the player can decide to make an enhanced
deployment as the units first activation, instead of
a deployment move.
When the player activates one of these units, they
place it at the rear of their deployment zone, and
move the unit up to double their movement value,
but no greater than 10. They may not fire this turn
but may make a charge following the charge rules
in the main Relics rules
Enhanced Deployment
This replacement activation for a deployment move
The unit may have one or more models placed in
melee range of an enemy unit. The unit cannot
move or make a ranged attack unless one of the
following is true:
The unit is placed as the result of sacrificing
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
Random Game Length
From turn 5 onwards, the game may finish at the
end of the turn. Roll 2D6 at the start of the turn,
adding an additional D6 for each subsequent turn
after turn 5. On a roll of a double, the game will
ends at the end of the turn.
Remove ineffective units
When a player becomes active, before activating a
unit the player may chose to remove a single unit
from the table that meets one of the following two
criteria:
Current Damage value is less than or equal
to 1/3 starting damage value
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.
objective a spell caster has to be in order to
take part in a Ritual Casting.
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.
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:
Each enemy unit removed from the table
Each enemy unit shaken
Each friendly unit still above 1/3 starting
damage value within That players awarding
zone
Having left the table by a relevant table
edge as defined in a scenario.
Points awarded are equal to the starting cost of
each relevant unit.
For each caster that the player wishes to take part
in the Ritual Casting during their activation must
forfeit all actions to do so. Upon activation, the
owning player must discard half the units power
dice, rounding up. Now roll the remaining power
dice and count up the number of successful castings
and add it to other successes achieved so far for
the Ritual Casting. Keep track of the total number
of successes achieved for all Ritual Objectives in
play.
For the Ritual Casting to be a success, a player
needs to accumulate 8 casting successes on any
Ritual Objective or across a combination of them
over a minimum of three turns.
If, during an activation in which you attempt a
Ritual Casting, you fail to generate any successes,
remove half the success already achieved.
If during a turn you fail to attempt a Ritual Casting,
remove all success achieved.
Ritual Objective
These can be either Capture or Target Objectives.
The type of objective determines how close to the
All Text, Images and illustrations are Copyright 2012 Tor Gaming ltd. All rights reserved.
Encounter
12
12
Deployment
Zone
Deployment
Zone
Centre Line
Scenario special rules:
Victory conditions:
none
Win:
force.
Complete
destruction
of
opposing
Major win: Complete destruction of opposing
force, with 25% or more (in terms of damage
points) of starting force remaining.
Assault
12
12
Deployment
Zone
Scenario special rules:
Deployment
Zone
Centre Line
Victory conditions:
No commanders
Random turn limit
Victory points
Major win: Most victory points at end of game,
with 15% more victory points than opponent, or
opponent loses due to no commanders.
Win: Most victory points at end of game.
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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.
Scenario special rules:
Attacker-defender
Continual reserves (attacker only)
Deployment move
Enhanced deployment.
No commanders (attacker only)
Remove ineffective units (attacker only)
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
Attackers Table Edge
6
24
Defenders
Deployment Zone
Defenders Table Edge
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.
Scenario special rules:
Victory conditions:
Attacker-defender
Camouflaged deployment (attacker only)
Deployment move
Attacker Major Win: All of Defenders forces
are destroyed.
Hidden deployment (attacker only)
No commanders (attacker only)
Reserves (defender only)
Victory points
Attacker Win: Most victory points.
Defender Win: Most victory points.
Defender Major Win: Attacker loses due to
no commanders.
All Text, Images and illustrations are Copyright 2012 Tor Gaming ltd. All rights reserved.
Boom Bang!
Attackers
Deployment Zone
Defenderss
Deployment Zone
Defenders Table Half
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.
Scenario special rules:
Victory conditions:
Attacker-defender
Attacker Win: Destroyed one objective
Destroying a target objective
No commanders (attacker only)
Attacker
objectives.
No troops (attacker only)
Objectives
Random game length
Major
Win:
Destroyed
both
Defender Win: Attacker fails to destroy any
objectives.
Defender Major Win: Attacker loses due to
no commanders or no troops.
All Text, Images and illustrations are Copyright 2012 Tor Gaming ltd. All rights reserved.
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.
Scenario special rules:
10
Victory conditions:
Attacker-defender
Victory points
Attacker Major Win: All of opposing forces
are destroyed.
Win: Most victory points.
Defender Major Win: At least 50% of starting
force escapes.
All Text, Images and illustrations are Copyright 2012 Tor Gaming ltd. All rights reserved.
Take and Destroy
Defenderss Table Half
12
12
Attackers
Deployment Zone
Defenderss
Deployment Zone
Objective Placement Area
Centre Line
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.
Scenario special rules:
Attacker-defender
Destroying a target objective
Holding a capture objective
No commanders (attacker)
No troops (attacker)
Objectives
Random game length
Victory conditions:
Attacker Win: Either destroyed
objective or controls capture objective.
target
Attacker Major Win: Destroyed objective
and controls capture objective.
Defender Win: Attacker fails to destroy
objective and control capture objective.
Defender Major Win: Attacker loses due to
no commanders or no troops.
11
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Hold Until Relieved
Defenders Deployment
Zone - Half Table
Attackers
Deployment
Zone
Defenders Table Half
12
Objective Placement Area
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.
Scenario special rules:
Attacker-defender
Commanding objectives (defender)
Deployment move
Enhanced deployment.
Holding a capture objective
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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Attackers Deployment Zone
Scenario rules:
20
Defenders
Deployment Zone
Reserves Appear on a 4 to 6
20
Attackers Deployment Zone
Reserves Appear on a 1 to 3
Save the Village
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.
Scenario special rules:
Attacker-defender
No troops (attacker)
Commanding objectives (defender)
Objectives
Deployment move
Objective points
Enhanced deployment
Reserves (defender)
Holding a capture objective
Random game length
No commanders (attacker)
Victory conditions:
Win: Most objective points.
Attacker Major Win: Control all objectives.
Defender Major Win: Attacker loses due to no commanders or no troops.
All Text, Images and illustrations are Copyright 2012 Tor Gaming ltd. All rights reserved.
13
The Ritual
Defenders Deployment
Zone
20
Attackers Deployment Zone
Reserves Appear on a 4 to 6
Attackers Deployment Zone
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.
Scenario special rules:
No troops (attacker)
Attacker-Defender
Objectives
Deployment move
Random game length.
Destroying a scenario objective
Reserves (defender)
Enhanced deployment
Ritual casting
No commanders (attacker)
Ritual objective (defender)
Victory conditions:
Attacker Win: Ritual is not cast
Attacker Major Win: All objects and all enemy casters are destroyed
Defender Win: Ritual is cast
Defender Major Win: Attack loses due to No Commanders or No Troops
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.
Scenario special rules:
No Commanders
Portals
Random Game Length
Victory Points
Victory conditions:
Win: Most victory points at the end of the game
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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