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    Relics War Tabletop Wargame Development Rules V0.1

    Copyright 2013 Tor Gaming Limited. All rights reserved

    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).

    FEEDBACKAs 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 (contact@torgaming.co.uk)with your thoughts and feedback.

    Try to keep the feedback impartial.

    Thanks!!!

    mailto:contact@torgaming.co.ukmailto:contact@torgaming.co.ukmailto:contact@torgaming.co.ukmailto:contact@torgaming.co.uk
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    Relics War Tabletop Wargame Development Rules V0.1

    Copyright 2013 Tor Gaming Limited. All rights reserved

    Relics WarRelics 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 unitswillingness 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 commandersability 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 pointsRW 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 tocommand 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.

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    Relics War Tabletop Wargame Development Rules V0.1

    Copyright 2013 Tor Gaming Limited. All rights reserved

    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 rulesThis document is the very first version of Relics War. Itsfar 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 releaseof 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 thingHave fun!

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    Relics War Tabletop Wargame Development Rules V0.1

    Copyright 2013 Tor Gaming Limited. All rights reserved

    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.

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    Copyright 2013 Tor Gam