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    ScenariosThis document presents a number of ofcial 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 theydont 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 thescenario, the player that has their force reduced should remove the amount of requiredpoints from their pre-selected list, ensuring they still abide by the unit min/max values

    for their force.

    If you nd any issues with the enclosed scenarios, please pop over to our forum and letus know: www.torgaming.co.uk/forum

    If you want to let us know about some scenarios that you think would t Relics perfectlyplease let us know: [email protected]

    Whatever scenario you decide to play, the one thing to remember is that wargaming isabout having fun, winning is just a pleasant side product of having the fun!

    All Text, Images and illustrations are Copyright 2012

    Tor Gaming ltd. All rights reserved.

    Document created by: Gavin Moorcroft

    Rules written by: Gavin Moorcroft and Tom Lovewell

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    All Text, Images and illustrations are Copyright 2012 Tor Gaming ltd. All rights reserved.

    ATTACKER-DEFENDERThe scenario requires one player to take on the roleof the Attacker whilst the other player takes on therole of the Defender.

    If both players can agree, they can play the rolesthey wish too. If they are unable to agree, eachplayer rolls a D6, and the highest number is theAttacker, and the lowest the Defender. Reroll ties

    CONTINUAL RESERVESThis uses the same rules as reserves, with theaddition that any unit that started the game inreserve is returned to the reserves pool once it hasbeen removed from the table. The one exception tothis rule is the Elvspon, which once removed fromthe table are never returned to the reserves.

    HIDDEN DEPLOYMENTThe scenario will specify the number of terrainpieces designated as deployment spots each with aunique number. These terrain pieces should be nolarger than 4 by 4.

    When placing the deployment spots, no spot canbe within 6 of another deployment spot.

    Before the game begins, but after the deploymentspots have been deployed the player with hiddendeployment may put one unit into reserve foreach deployment spot. Each unit should have anindicator with it to show which deployment spotthey are hidden in.

    Each deployment spot can only have one unit

    hidden in it but the player does not have to hideunits in all deployment spots on the table.

    At the start of any game term, before the initiativeroll is made, the player may reveal any hiddenunits they wish too.

    The revealed units are placed on the table, with atleast 50% of the unit within 2 of the deploymentspot. Revealed units count towards the number ofunits on the table for determining initiative thatturn.

    FORCED HIDDEN UNITS TO DEPLOYWhen unit moves within 5 of a deployment spot,which has not had a unit deployed on it yet, theactive units activation ends. If there are hidden

    units allocated to that deployment spot, the owningplayer must declare this and place the unit on thetable, with at least 50% of the unit within 2 of thedeployment spot. This counts as that players nextactivation and it ends as soon as the last model inthe unit is placed on the table.

    CAMOUFLAGED DEPLOYMENT

    All units on a 30mm base are deployed with anobscured counter on them

    The unit remains onbscured until on of the followingoccurs, at which point, they remove the counter:

    At least one model in the unit moves. Modelsrotating on the spot to change facing does notresult in the counter being removed.

    At least one model in the unit shoots

    When the rst model in the unit is removedfrom the table.

    When camouaged deployment is used in a scenario

    with hidden deployment, units deployed hiddenalso receive the obscured counter.

    NO COMMANDERSA player will automatically lose the game at the endof a turn, regardless of other victory conditions,if the player has no independent units with thecommand ability left on the table.

    Note: If a player did not have any independentunits with the command ability in their force at thestart of the game, they cannot lose the game in

    this manner.

    NO TROOPSA player will automatically lose the game at the endof a turn, regardless of other victory conditions,if the player has only independent units with thecommand ability left on the table.

    OBJECTVESThere are two types of objectives:

    Capture objectives: these have a minimum

    footprint equivalent to 5x4

    Target objectives: these have a minimumfootprint equivalent to 3x3, and are consideredto be at least 3 tall.

    SCENARIO SPECIAL RULESEach scenario will have a number of predened special rules. These rules are listed below

    and must be applied to your Relics game for any scenario on which they are listed.

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    All Text, Images and illustrations are Copyright 2012 Tor Gaming ltd. All rights reserved.

    HOLDING A CAPTURE OBJECTIVE

    A player takes control of a capture objectiveat the end of a units activation if the following

    criteria are fullled

    They have more damage point worth of1.models on or within 2 of the objective thanthe controlling player has on or within 2 of theobjective.

    They have more points cost value worth of2.models on and within 2 of the objective thanthe controlling player has on or within 2 of theobjective.

    For example, The defender has four Britanan

    Troopers on the objective (so four points of damageand twenty-four points of cost). An Unmann unit ofthree warriors moves so that one warrior is on theobjective and the rest are within 2.

    Neither unit can claim they control the objectiveas neither can claim they have both more damagevalues and more points cost on in the object:

    Britanan Troopers: 4 damage points, 24points cost.

    Orcnar Unmann: 3 damage points, 42 points

    cost.

    A player is considered to be in control of an objectivethey have captured as long as they have at leastone model within 2 of the object. This continuesuntil either they have no models within 2 of theobjective or their opponent is able to take controlof the objective.

    COMMANDING OBJECTIVE

    These can be either type of objective, and countas having the attribute command 2 for the dened

    force during the game.OBJECTIVE POINTS

    At the end of each turn, a player will gain 1 pointfor each objective under their control.

    DESTROYING A TARGET OBJECTIVE

    These objectives can be targeted just like any othermodel, and count as having damage 4, defence2, and are a large target for shooting (attackingmodels may re-roll one ranged attack dice).

    RITUAL OBJECTIVEThese can be either Capture or Target Objectives,and the type of objective affects whether spellcasters 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 castersmust be within 4 when it is intact or 1 when itis destroyed.

    PORTALSAll Portals are based on a 50mm base, such as thebase supplied with them. In a scenario that usesPortals, the number of Portals is always ve.

    DEPLOYING PORTALS

    Portals are deployed by both players, alternatingbetween them starting with the Defender (if

    Attacker-Defender is used).

    Each player must deploy their rst portal in theiropponents table half and must deploy their secondportal in their own table half. The fth portal is placedon the centre line of the table by the defendingplayer and can be moved D6 to either the left orright along the centre line by the attacking player.

    ACTIVATING AND CONTROLLING PORTALS

    All Portals are inactive and cannot be entered untilactivated by a player. An inactive portal can beexited by a unit travelling from an active portal.

    A player activates a portal by having a unit starttheir activation with at least one model in base-to-base contact with the portal and sacricing combataction of one of the models in base-to-base contactwith the portal whilst there is not an enemy unitwithin combat range of the portal.

    The portal is now considered activate and underthe 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 playerat any given time but a player can have any numberof portals under their control.

    TRAVELLING THROUGH PORTALS.

    A unit either starting their activation with a modelin base-to-base contact with the portal or movinginto base-to-base contact with an activated portalunder the players control can be moved into base-

    to-base contact with another portal under thatplayers control or to a random portal not underthat players control.

    Models may complete any remaining movement

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    All Text, Images and illustrations are Copyright 2012 Tor Gaming ltd. All rights reserved.

    they may have after moving through theportal but they may not make a charge

    move.

    If a un