torg relics scenarios
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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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they may have after moving through theportal but they may not make a charge
move.
If a unit enters an active portal, which is underthe control of the opposing player, they will appearat a portal randomly selected from all remainingportals.
RESERVESFrom the second turn onwards, prior to initiativerolls, a player with units left in their reserve poolmay test to see if any of the units arrive.
Any units arriving from reserve will make one oftwo special arrival movement, depending on the
result of the roll for them to appear. These arrivalmovements are called deployment move andenhanced deployment.
The player tests for each unit still in reserve oneat a time by rolling a number of dice equal to theturn number. A unit will arrive from reserve whena double is scored on their dice roll.
The player continues to check each turn for eachunit in reserve until one of the two situations occur,at which point the player stops checking stops:
All units have been tested once
The rst double the player rolls.
For units that arrive as the result of a double6 the player can decide to make an enhanceddeployment as the units rst activation, instead ofa deployment move.
Units that have either the Scouts or SpecialDeployment ability can make an enhanceddeployment on the result of a double 5 or 6.
DEPLOYMENT MOVE
Units that arrive from a players reserve pool willcount towards the number of units on the tablefor initiative purposes. The player can then activethese units at any point during the turn when theybecome the active player following the normal turnsequence in the main Relics rules.
When the player activates one of these units, theyplace it at the rear of their deployment zone, andmove the unit up to double their movement value,but no greater than 10. They may not re this turnbut may make a charge following the charge rules
in the main Relics rules
ENHANCED DEPLOYMENT
This replacement activation for a deployment move
is faction dependent, with the differentoption below.
Britanan Flank Move
Britanan units that can make an enhanceddeployment when arriving from reserve can makea ank move instead of a normal deploymentmove. At the start of their activation, the unitcan be placed on the table edge along either ofthe sides of the playing area, up to the centreline on the owning players side of the table. Theymove on at their normal rate and can completetheir activation as normal. The unit counts asbeing in command for this activation.
Nuem Surfacing Move
Nuem units that can make an enhanceddeployment when arriving from reserve can makea Surfacing move instead of a normal deploymentmove. At the start of their activation, the unitcan be placed on the table at any point as longas at least one model of the unit is in the controlrange of a friendly unit, and that no model in theunit is placed either into melee combat, or intoobscuring or difcult terrain. Units that arriveby a surfacing move may not make anotheraction during this activation, but count as beingobscured until they next activate.
Orcnar Surrounding move
Orcnar units that can make an enhanceddeployment when arriving from reserve canmake a surrounding move instead of a normaldeployment move. At the start of the unitsactivation, the unit can be placed on any side ofthe table, and may either move at double theirmovement value, up to a maximum of 10, andend their activation, or make a charge move.
Vaettir Summoning move
Vaettir units that can make an enhanceddeployment when arriving from reserve canmake a summoning move instead of a normaldeployment move. At the start of the theiractivation, the unit may either be placed withat least one model within 6 of a friendly Vaettirwith the spell caster ability, or an Elvespon maybe sacriced and the unit placed with at onemodel from the unit placed where the Elvesponwas located.
The unit may have one or more models placed in
melee range of an enemy unit. The unit cannotmove or make a ranged attack unless one of thefollowing is true:
The unit is placed as the result of sacricing
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an Elvespon
A friendly Vaettir spell caster within6 that has not activated this turn discards a
power dice.
These cannot be gang-up attacks, and the unitdoes not count as charging
RANDOM GAME LENGTHFrom turn 5 onwards, the game may nish at theend of the turn. Roll 2D6 at the start of the turn,adding an additional D6 for each subsequent turnafter turn 5. On a roll of a double, the game willends at the end of the turn.
REMOVE INEFFECTIVE UNITSWhen a player becomes active, before activating aunit the player may chose to remove a single unitfrom the table that meets one of the following twocriteria:
Current Damage value is less than or equalto 1/3 starting damage value
Unit is Shaken
RITUAL CASTINGTo carry out a Ritual Casting, the active player mustbe in control of a Ritual Object and have casterswithin range as specied in the Ritual Object specialrules.
For each caster that the player wishes to take partin the Ritual Casting during their activation mustforfeit all actions to do so. Upon activation, theowning player must discard half the units powerdice, rounding up. Now roll the remaining powerdice and count up the number of successful castingsand add it to other successes achieved so far forthe Ritual Casting. Keep track of the total number
of successes achieved for all Ritual Objectives inplay.
For the Ritual Casting to be a success, a playerneeds to accumulate 8 casting successes on anyRitual Objective or across a combination of themover a minimum of three turns.
If, during an activation in which you attempt aRitual 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 OBJECTIVEThese can be either Capture or Target Objectives.The type of objective determines how close to the
objective a spell caster has to be in order totake part in a Ritual Casting.
If the objective is as capture objective,
spell casters must be either on or within 2 of theobjective.
If it is a target objective, the spell casters mustbe within 4 when it is intact or 1 when it isdestroyed.
VICTORY POINTSAt the end of the game, players work out VictoryPoints to see how well they have done. One point isare awarded for each of the following situations asat the end of the game:
Each enemy unit removed from the table
Each enemy unit shaken
Each friendly unit still above 1/3 startingdamage value within That players awardingzone
Having left the table by a relevant tableedge as dened in a scenario.
Points awarded are equal to the starting cost ofeach relevant unit.
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Encounter
Victory conditions:Win: Complete destruction of opposing
force.
Major win: Complete destruction of opposingforce, with 25% or more (in terms of damage
points) of starting force remaining.
Scenario special rules:none
DeploymentZone
DeploymentZone
12 12
Centre Line
Assault
Victory conditions:Win: Most victory points at end of game.
Major win: Most victory points at end of game,with 15% more victory points than opponent, oropponent loses due to no commanders.
Scenario special rules:No commanders
Random turn limit
Victory points
DeploymentZone
DeploymentZone
12 12
Centre Line
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Scenario rulesThe Attacker chooses up to 50% of their force in points that are not classed as an independent commanderto 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 12away 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 fromthe centre line.
All reserves arriving from turn 4 onwards can use enhanced deployment.
Victory conditions:Attacker Win: All of Defenders forces are
destroyed or shaken within 8 turns.
Attacker Major Win: All of Defenders forcesare destroyed or shaken within 6 turns.
Defender Win: Not of all force destroyed orshaken after 8 turns.
Defender Major Win: Attacker loses due tono commanders.
Scenario special rules:Attacker-defender
Continual reserves (attacker only)
Deployment move
Enhanced deployment.
No commanders (attacker only)
Remove ineffective units (attacker only)
DeploymentZone DeploymentZone
12 12
Centre Line
Onslaught
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Scenario rules:The defender chooses their table edge for reserves to arrive through, and at least 25% of their force inpoints to be held in reserve.
The attacker positions two hidden deployment markers within their deployment zone, and chooses up totwo 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 theirforce not in hidden deployment.
The defender received 50% victory points for any of their units that exit from their table edge. For unitsthat exit from the attackers table edge, the defender receives twice the victory points the unit wouldnormally provide.
Ambush
Victory conditions:Attacker Win: Most victory points.
Attacker Major Win: All of Defenders forcesare destroyed.
Defender Win: Most victory points.
Defender Major Win: Attacker loses due tono commanders.
Scenario special rules:Attacker-defender
Camouaged deployment (attacker only)
Deployment move
Hidden deployment (attacker only)
No commanders (attacker only)
Reserves (defender only)
Victory points
6
DefendersDeployment Zone
AttackersDeployment Zone
18
18
6
6
24
6
6 6
Defen
dersTable
Edge
AttackersTableEdge
Centre Line
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Scenario rules:Attacker places one objective in the defenders half of the table, at least 6 away from the centre line, thedefender 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. Theunit 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 bymodel basis. The owning player announces which models will be making this type of attack before anyattack dice are rolled. Each model making this attack is immediately removed from the table as a resultof this attack, no matter the outcome.
This attack cannot be made as a gang-up attack.
Boom Bang!
Victory conditions:Attacker Win: Destroyed one objective
Attacker Major Win: Destroyed bothobjectives.
Defender Win: Attacker fails to destroy anyobjectives.
Defender Major Win: Attacker loses due tono commanders or no troops.
Scenario special rules:Attacker-defender
Destroying a target objective
No commanders (attacker only)
No troops (attacker only)
Objectives
Random game length
Centre Line
Defen
dersTableHalf
Attackers ObjectivePlacement Area
DefenderssDeployment Zone6
12 12
AttackersDeployment Zone
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Scenario rules:Attacker places one objective in the defenders half of the table, at least 6 away from the centre line. Thedefender then places the other objective anywhere within their table half.
The defender places at least 75% of their force in points in reserve.
Hold Until Relieved
Victory conditions:Attacker Win: Controls one objective after
8 turns.
Attacker Major Win: Controls both objectivesafter 8 turns.
Defender Win: Attacker fails to control eitherobjective.
Defender Major Win: Attacker loses due tono commanders or no troops.
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)
Objective Placement Area
Defenders DeploymentZone - Half Table
Defen
dersTableH
alf
AttackersDeployment
Zone
Centre Line
12
6
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Attacker-defender
Commanding objectives (defender)
Deployment move
Enhanced deployment
Holding a capture objective
No commanders (attacker)
No troops (attacker)
Objectives
Objective points
Reserves (defender)
Random game length
Scenario rules:The defender places 4 hidden deployment spots on the table in the defenders deployment zone. Thesehidden deployment spots also count as capture objectives
The defender places what units they want into hidden deployment and places the rest of their force inreserve.
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.
Save the Village
Victory conditions:Win: Most objective points.
Attacker Major Win: Control all objectives.
Defender Major Win: Attacker loses due to no commanders or no troops.
Scenario special rules:
Centre Line
DefendersDeployment Zone
Attacker
sDep
loymentZone Atta
ck
ersDeploymentZone
8 8
20 20
Reserves
Appearona1to3
ReservesAppearona4to6
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The Ritual
Scenario rules:The defender places three target ritual objectives within their deployment area and not within 8 ofanother ritual objective. The defender selects at least 65% of their force to be held in reserve, withat least one spell-casting unit not held in reserve. Roll a D6 for each defender unit when arriving fromreserve via a deployment move. The unit will arrive from the table edge corresponding to this number.
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
Scenario special rules:Attacker-Defender
Deployment move
Destroying a scenario objective
Enhanced deployment
No commanders (attacker)
No troops (attacker)
Objectives
Random game length.
Reserves (defender)
Ritual casting
Ritual objective (defender)
Reserves
Appearona
1to3 Reser
vesAppearona4to6
Attacker
sDep
loymen
tZone A
tta
ckersDeploymentZone
Defenders DeploymentZone
8 8
20 20
Centre Line
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Re-Deploy
Scenario rules:Vistory points awarding area is the area 6 in from the opposing table edge.
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 toNo Commanders
Scenario special rules:No Commanders
Portals
Random Game Length
Victory Points
Player onesDeployment
Zone
Player twosDeployment
Zone
Playerones
A
ward
ing
Zone
Playertwo
s
AwardingZone
6 6
12 12
Centre Line