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Welcome to Relic Knights!

Soda Pop Miniatures would like to thank you for taking the time to download the
Relic Knights beta rules set. The basic mechanics of the game are all here and wont be
changing. Most of the model rules are also complete.
However, this rules system is still a work in progress: some key rules mechanics (such as
squads) have yet to be added and fnal editing still is not complete. The Soda Pop team is
working hard on all of these things and will continue to improve your game experience
every way we can as we approach the May launch date.
How you can help.
Read our rules, play a bunch of games with your friends, and then get involved. Join us
on the Soda Pop forums and post any and all questions, concerns, or rules issues you can
fnd. We wont be able to respond personally to every comment or post, but we promise
well read every single one and take your feedback into account as we polish the book
into its fnal form.
Our goal is nothing less than to give you the most dynamic, action-packed, rulebook we
can. With your help were sure to succeed.
Now, what are you doing? The Darkspace Calamity is here. Time to save the universe!
Thanks for playing,
The Soda Pop Team
John Cadice, Chris Birkenhagen, Deke Stella
www.SodaPopMiniatures.com
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At a Glance
The Darkspace Calamity engulfs the universe. Inexorably it devours galaxies whole, their
lights extinguished one by one. Only a single galaxy remains, desperately staving of
extinction through the might of its heroes. Plunge headlong into the action with your
own cadre of powerful champions to combat the calamity and determine the fate of the
universe!
Relic Knights is a quick and dynamic tabletop strategy battle game that uses fnely
detailed 30mm miniatures to represent our heroes and villains on the battlefeld.
Relic Knights uses a card-based system to represent Esper, the energy which binds the
universe. Players draw and use this Esper to unleash devastating attacks and cunning
counters upon their foes.
A Relic Knights force is built around either a Relic Knight or Questing Knight. Potent
warriors and wielders of esper, they are your cadres leader and determine what other
models can be recruited.
Each knight is bonded to a cypher. Born of pure esper, each cypher has chosen a knight
that refects their own motivations and desires, granting them powers beyond the
mortal ken. The knight and their cypher are joined in battle by select individuals who
have rallied to their cause and will form their cadre.
Some cadres are formed entirely of unique individuals. Each a mighty hero in their own
right. Each fghting for a cause sacred to themselves. Others are surrounded by minions
and grunts -- the everyman soldier. Most have joined the knight in service of a greater
cause, be it nation, race, creed, or greed. Regardless of their composition, with a knight
at their these cadres make up the most potent fghting forces the galaxy has ever seen.
As calamity looms, they represent the universes last hope. Their actions will be the cause
of its salvation or herald its destruction.
Summary of Play
Before playing, players agree on a game size and select a scenario. They then recruit
their cadres, and set up the battlefeld with terrain and any objectives required by the
scenario. Players then determine the frst player and alternate taking turns deploying
models on the battlefeld. Once models have been deployed players determine their
ready order and draw their hand up to fve cards. Then the battle begins.
During the battle each player takes turns activating a single model. During that models
activation it will be allowed to make an initial move, use an action, then take a follow-up
move. The player then discards or draws their hand back to fve cards. Play continues
between players alternating model activations until one player satisfes the victory
conditions of the scenario being played or their opponent surrenders the game.
RULES
At At aa GGla lanc ncee
The e Da D rks rkspac pace C e Cala lamit m y e y engu ngulfs lfs th he u e univ nivers e e. e. Ine In xor xor bl ably i y it d t devo ev urs urs ga galax laxies ies wh whole ole, t , their
lights hts exxtin tingui uishe shed o d one e by b one one. OOnly nl a a sin s gle gle gaalax laxy r rema emains ins, ddesp es era eratel t y s y stav taving ing of
exttinc inctio on t n hro hrough ugh th the mmigh ight o t of iits ts her heroes oe . PPlun lu ge ge hea headlo dl ng ng int into t o the e act ac ion on wi with th yo your
own wn ca c dre dre of f po power erful fu ch champ ampion io s t s to c o omb om at at the th ca calam lamity ity an nd d d ete etermi rmine ne the he fa f te e of of the h
univer e se! e!
Relic Kni night gh s i s is a s qu quick k an a d d d dyna ynamic m ta table bletop top st strat ra egy egy ba battl ttle ggame ame th that t use uses f s f el nely
detail iled d 30m 30mm m m mini iniatu tures re to to re epre presen ent o t our ur her eroes o an and v vill il ain ins o s n t n the e bat battle tlefel feld. d
Relic Kni night gh s u s uses s aa car card-b d-base sed s d yst ystem em to to rep epres resent ent Es Esper pe , tthe he ene energy rgy wh w ich ch binds nds nd th he e
uni iver ve se. e. Pl P aye yers r dra draw a w and nd use use th his is Esp sper er to o unl u eas eash d deva ev sta statin ting a g atta aacks ck ck an an an and c d c d c d c d cun unn un un u ing ng
cou unte nt rs rs upo upon t n t ei heir f r foes es.
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mod odels e ca can b n be r e recr cruit uited. d.
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tha at r t r refe fe fects ct c th th h th heir eir eir r eir ow ow ow oo n m n m mm n moti ti tttivat va va vaa ion on on on ons a s a ss a s and nd nd nd nd des des es es sire ir ir ir i s, s, s, s, gra gra gra granti nti nti nting ng ng ng ng the th th th h m p m p m p m powe owe owe owe w rs bey bey bey be ond ond ond d ond th hee
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aat the the the the their the the the the t seeee cad ca ca a res res res es e ma ma maaake ke ke ee up up up up p the th th th mo mo mo moost t t t pot pot po po ent ent ent ent nt fg fg fg fg ghti hti hti hti ht ng ng gg for fo fo fo fo ces es ees th ttt e g e gala alaxy xy has as ev e er er see se n.
As As cal cal cal cal calami ami mi mm ty ty ty ty loo oo oo oooms, ms, ms, ms, m th th th th they ey ey ey ey rep rep rep reppres es es esent ent ent ent e th th th th t e u e u e u e niv niv niv niv nivers rs sses es es la ast st hop hope. e. The heir ir act ction ions w s will be be the c e cause
oof its its its it ts salva lva lva lva l tio tio tio tion o n o n o n o or hhhhhera era er er r ld dddd its its its its it de de de de destr st st stt uct uct ct uct uction ion io io ..
Su Suuuumm mm mm mm m ar ar ar ar ary y yy y of of of of of PPPPPla la la ll yy
Bef Befffore ore re or or pl pl ppplayi ayi aay y ng, ng, nng, pl playe ayers s agr agree ee on o a g a game me size ze and and sselec ect a t sc scena enario rio. TThey hey th then en rec re ruit
the their ir cad cad cadres re , a , and nd set set up up th the bbatt at lef efeld eld wi with h ter te rai ain a n nd nd any any ob objec ectiv ti es es req requir uired ed by by the
sce enar na io. o. Pl P aye ayers rs the then d n dete et rmi rminne the the fr frst st pla player yer an and a alte lterna nate te tak taking ing tu turns ns de d plo ployin y g
mod odels e on on th he b e att attlef le eld eld. O . Once nc mo model els h s ave ave be een en dep deploy loyed ed pla player yers d s dete etermi rm ne ne the their
reaady dy ord rder e and and dr raw aw the heir ir han hand u d up t p to f fve ve car cards. d Th Then e the the ba battl tt e b begi egins. ns.
During ng th the b e att attlle eac each p h play layer er tak ta es es tur turns ns act activa ivatin ng a g a si singl ngle m e mode odel. l. Dur uring ing th thaat mo models els
activa atio on i n it wwill ill be e al allow wed ed to to mak make a e an i n init ni ial al mo move, ve, us use a e an a n acti ction, on, th then en tak ta e a e a e a ffo f llo llo llo llow-u w-upp
move. The The pl playe ayer tthen he di disca scards rds or or dr d aws aws th heir eir ha and nd bac back t k to f o fve e car ca ca ds. ds. ds. Pl P ay ay ay ay ay con con con con contin tinues ues
between p n play layers er al alter te nat nating ing mo model del ac activ tivati tions on un until l on one p e pplay lay la er er er er sat sat sat sat satisf isf isf f isfes s the th th th vi vi v cto ctory r
conditions of t f he h sce scenar nario io bei eing ng pla played yed or or th heir eir op oppon ponent ent su surre rr nde nders the the th ga game. m
RRULES
52
Before launching into your fast and furious Relic Knights games, there are several essential
components you will need to play and basic concepts for you to understand. This section
covers the basic game elements you will be using to play your games of Relic Knights.
Objects
An object refers to any game element placed upon the table. This includes models,
terrain, and markers. Remember that when you see a rule that refers to objects, it is
referring to any and all game elements.
Models
Models are the miniatures used to play a game of Relic Knights. Models all have a number
of attributes that are used to defne their abilities, strengths and weaknesses. Models in
your cadre are referred to as friendly models, while models in your opponents cadre are
referred to as enemy models.
Model Cards
All models have two cards, a tracker card and a reference card. The smaller standard
sized card is called the tracker card. The large double sized card is called the reference
card. Each card represents certain characteristics that describe how the model interacts
within the game.
Name: This is the models name and how they are identifed on the table.
Faction: Most models belong to one of the many organizations and groups throughout
the universe. A models faction shows its allegiance to one of these groups. Certain
abilities, powers and efects can afect models of a specifc faction diferently. A model
can only have one faction, though some models may have no faction.
Type: There are several types of models used in Relic Knights.
- ReIic Knight: Relic Knights are warriors and heroes, gifted with powerful mechanical
constructs called Relics and empowered by mystical creatures known as cyphers.
Along with Questing Knights, Relic Knights are often collectively referred to as Knights.
- uesting Knight: Questing Knights have only recently manifested a cypher and now
travel the galaxy seeking to prove themselves worthy of a mighty Relic of their own. Along
with Relic Knights, Questing Knights are often collectively referred to as Knights.
- Cypher: Enigmatic creatures born of pure esper, cypher hold the keys to the
Darkspace Calamity that has descended upon the universe. Each cypher is bound to a
single Relic Knight or Questing Knight
- Unique: Uniques are individual characters that have joined the cadre of a knight
seeking glory and adventure of their own.
GAME ELEMENTS
Bef Before ore la launc unchin hing i g into nto nto yo yo your ur ur fas fas fas as st a t a t a t a t and nd nd nd nd fur fur fur fur u iou iou iou ou o s R s R s R s R s Reli el eeli elic K c K c K c K c Knig nig nig nig nights ht hts hts hts ga ga ga games mes mes mes, t , ttther her her her here a e a e a e are re re r sev sev sev sev vera era era ral e l e l e l e esse sse sse se senti ntial al
com ompon ponent ents y s y you ou ou wil wil wil ll n l n l n l need eed eed eed eed to to to oo pl pl ppplay ay y y y and and and and and ba ba ba ba asic sic sic sic sic co co co conce nce nce ncepts pts pts pts ts fo fo fo fo for y r y r r r you ou ou ou ou to to to to to und und und und nders rs rs erstan tan tan ta a d. d. d. d. d Thi Thi Thi Thi This s s s s s s sect ect ect ec ec ion ion
cov overs ers th th the b e b e basi asi a c g c g c g c g c game ame ame ame ame el el el eleme eme me ments nts nts nnts yo yo yo yo ou w u w u w u will ill ill ill il be beee us us us using ing ing ng ng to to to to to pl pl pl pl play ay y ay ay you you you you our g r g r g r ame ame ame ames o s o ooof R f R f R f R f Reli eli li lic K c K c K c K c Knig nig nig nig nights hts ht ht ht ..
Ob Obje je eeect ct ct ct cts ssss
An An obj obj obj bject ect ect ect ect ree reefer fer fer fers t t s t s to a o a o a o ny ny ny ny y gam gam gam gam game e e e e e e e lem lem lem lem le ent nt ent ent pl pl pl pplace ace ace ace ac d u d u d u d upon pon pon pon pon th th th he t e t e t e t e tabl abl abl ab ab e. e. e. e. Thi Thi Thi h This i ss i s s incl ncl nnclude ude udes m s mode odels, s
ter terrai rai ai ai ainn, and and and and an ma ma ma ma marke rke rke rke kers. rs. rs rs r Re Re Re Re Remem mem mem mem member ber ber ber ber th th th h that at at at whe whe wh whe when y n y n y n y n you ou ou ou u see see se e se aaaa rul rul rul rul rule t e t e t e t e that hat ha hat hat re re refer fer fe s t s to o o obje bjects cts i , it i t s
ref referr err rr r ing ing ing ing ng to to to to to an an an aa y a y a yyy nd nd nd nd n all all all all all ga ga ga gaame meeee ele ele ele elemen men men ments. s. ts. ts. s.
Mo Moooode de de de dels ls ls ls ls
Mod Mod dddels els els ls ar ar ar are t e t e t e the he he he he min min min min miniat iat iat at a ure ure ure re res u s u sss sed sed sed sed sed to to too pl pl play ay ay a g a game ame of of Re Relic lic Kn Knigh ights. ts. Mo Model dels a s all ll hav have a e nu numbe m r
of of att att tt tt ttrib rib rib rib ribute ute ute ute utes t s t s t s tthat hat hat hat hat ar ar ar ar re u e u eee sed ssed sed sed to o to de defne fne th their eir ab abili ilitie ties, s, str streng engths ths an and w d weak eaknes ne ses ses. M . Mode odels in
you our c r r adr adr ad adr ad e a e a e a e a e re re rre r ref ref ref ref referr err erred ed ed to to as as fri friend endly ly mod models els, w , whil hile m e mode odels l in in you your o r oppo ponen nents ts ca adre dr are
ref referr erred ed ed ed ed to to o to as as as ene enemy my mod models els..
Mo Mode del l Ca Card rdss
All ll mo m del dels h s have ave tw two c o card ards, a t a trac racker ker ca card rd and and a a ref refere rence nce ca card. rd. TThe he sma smalle ller s r stan tandar da d
siz zed ed car ard i d is c s call alled ed the the tr track acker er car ard. d. The The la large rge do doubl uble s e size ized c d card ard is is ca alle lled t d the he ref refere er nce n
card. d. Eac Each c h card ard re epre presen ents ts cer certai tain c n char haract acteri eristi stics s tha that d t desc es rib ribe h e how ow the the mo model del in inter teract ac s
within hin th the g e ame ame.
Name:: Th This is is is the the mo model dels s nam ame a e and nd how how th they ey are re id ident entife ifed o d on t n the he tab table. le.
Faction: n: Mo Most st mod models els be belon long t g to o one ne of of the the ma many y org or ani anizat zation ions aand nd gro groups ups th throu ougho ghout ut
the unive iverse rse. A . A mo model delss fac factio tion s show hows i s its t all allegi egianc ance t e to o o one ne of of the these se gro groups up . C . C Cert ert e ain ain
abilities ies, p , powe owers rs and and ef efect ec s c s can a afe afect t mod models els of of a a spe pecif cifc f c fact ac ion ion di difer ferent nt ntly. ly. ly. y A A A A mod mod mmm el el
can n on o ly ly hav have o e one e fac factio tion, n, tho though ugh so some me mod models els ma may h y have av no no fa facti cti ction. on. on.
Typ pe: e Th There ere ar are s e eve everal ral ty types es of of mo model dels u s used sed in in Re Re Relic lic lic Kn Kn Kn Knigh igh igh igh ights. ts. ts. tts
- R - ReIi eIic K c Knig night: ht: Re Relic lic Kn Knigh ights ts are re e wa ww rri rri rri riors oooo an an an an a d h d h d h d h d hero ero ero err es, s, s, s, s, gi gi gi gi ifte fte fte fte fted w d w d w d w d with ith ith ith ith po po ppowe we wer wee ful ful fu ful ful me mmmm cha cha cha chanic nic nic i al al
con constr struct ucts c s call alled ed Rel Relics ics c an an and e d e d e d eempo mpo mpo mpo mp we we wer wer we ed ed ed ed ed by by by by b mys my my my y tic tic tic tic i al al al l a cre cre cre creatu atu atu atures res res es res kn kn kn kn k own own own own as as as as cy cy cy cy c phe phe phe phe phers. rs.
Alo Along ng wit with Q h Ques uesstin tin ting K g K g K g Knig nig nig nig nights hts hts hts hts, R , R , R , R , Reli eli eli e ic K c K c K c K c Knig nig nig nig nights hts hts hts hts ar ar aaa e ooooofte fte fte ften c n c n c n c n oll oll oll oll lect ect ect ective ive ive ively ly ly ly y ref ref ref referr err err err rred ed ed ed e to to tto to as aaa Kni Kni Kni Kni Knight gh gh ght ghts. s.
-- ue ue ue uesti sti sti sti s ng ng ng ng ng Kni Kni Kni Kni Knight ght ght ght ght:: Qu Qu Qu Qu Q est st est sting ing ing ing ing Kn Kn Kn Kn Knigh igh igh ights ts ts ts ts hav hav hav hav have o e o e o e o e only nly nly nly re re re recen en en en ently tly tly tly t ma ma mma manif nif nif nifest est est est es ed ed ed ed a c a c a c a cyph ph yph yph pher eeee and and and and and no oooww
tra travel vel e vel th th th h the g e ggggala ala la ala laxy yy y y see se se se e kin ki kin kin king t gggg o p o p o p o p o prov rov rov rove t e t e t e them hem hem hemsel sel sel selves ves ves ves wo wo wo wo orth rth rth rth rthy o ooof a f a f aa mi mi mi mi might ght ght hty R y R y R y Reli eli el elic oooof t f t f ttthei hei hei he he r o r o r o oown. wn. wn. n Al Al Al A ong ong on on on
wit wit i h R h R h RRReli eli eli e c K c K c K c K c Knig nig nig nig nights hhts hts hts, Q , Q , Q , Ques ues ues ues uestin tin tin ting K g K g K g KKnig ig nig nights hts hts hts ar ar ar ar a e o e o e o e o e fte fte fte ftten c n n n n oll oll oll ollect ec ec eec ive ive ive ive v ly ly ly ly y ref ref ref ee err er er er e ed ed ed ed to to to tto as as as aas Kni Kni Kni Kn ght ght ght ght ghtss.
- C - C CCCyph yph yph yph pher: er: er: er: er: En En En En E igm gm gm igmati ati ati atic c c c c c c c c crea ea ea eatur tur tu tu es es es es bor bor bor born o n n f p f p f p ff pure ure ure ure e es es ee per per pe perr, c , , ,, yph yph yph ypher rrr hol hol ho hold t d t d t d t d the he hhe key key key key e s t s t s t s t s o t o t ooo he he
Dar Dar Dar Da arksp ksp ksp kspace ace ace ace Ca Ca Ca Ca Ca am lam lam lam amity ity it t i th th th that at aa has has has has h de de de desce sce sce sc sc nde nde nde nde ded u d u d u d u d upon po po o po th th th the u e u ee univ niv niv niv vers ers ers ersse. e. e. e. Eac Eac Eac Each c h c h c h cyph yph yph yph heer is is is is is bou bou bou bou bound nd nd to to a a
sin sin sin ngle le gle gle le Re Re RRe Relic ic lic lic lic Kn Kn Kn Kn K igh igh igh ighht o t o t o t o t r Q r Q r Q r Q r ues es es ee tin tin tin i g K g K g K g K g nig nig nig night ht hht h
- Uni Uni Uni Uni Un que que que que q ::: Un Un Un UU iqu iqu iqu iqu queees ee are are are e are in in in ndiv div div dividu idu idu idu d al al al al a cha cha cha cha charac rac rac racter ter ter ter te s ttttthat hat at haa ha ha hha have vvv joi joi j ned ned th the c e cadr adre o e of a f a kn knight
see seekin kking g g g g glor lor llor lory a y a y a y a y nd nd nd nd nd adv dv adv dv dvent ent ent ent enture ure ure ure ure of of of off th th hheir ir eir r ow ow own. n.
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGAAAAAAAAAAMMMMMMMMMEEEE ELEMEEEENNNNNNNTTTTTTTTTTTTTSSSSSSSSSSSSSSSSSSSSSSS
53
- Minion: Minions make up a diverse panoply of Noble warriors, trained soldiers,
cunning racers and others that join the knights in their battles.
Cost: All models have a point cost that is used to defne the overall value of the model as
a whole. In general, models with a higher point cost are more powerful than models that
cost fewer points. When players assemble their forces, the total cost of all their models
determines the size of the game being played. More information about assembling a
force is discussed in Game Setup.
Afnity: Nearly every living thing in the universe is infuenced by the energies that
form the building blocks of existence. Most beings have a particular connection to one
of the six expressions of the universe, a connection that helps defne their powers and
abilities. A models afnity defnes its connection to one of the six types of Esper. This is
represented on the models reference and tracker card by the esper symbol found on the
back of the card.
Size: The size of a model determines how it interacts with other models and objects.
Models will have a size attribute of one and higher. A models size is used in determining
line of sight and other rules presented below.
Speed: A models speed is used to determine how quickly it moves around the
battlefeld. Models will have two parts to their speed attribute. The frst is the maximum
distance a model may move before making an action during its activation (called the
initial move). The second value is the maximum distance a model can move during its
follow-up move. Movement rules are discussed later.
HeaIth: When a model sufers damage it gets closer to falling in battle. A models health
determines how much damage it can take before being removed from play. When a
models health is reduced to zero it is removed from the game. Players will use their
tracker card to keep track of a models health as it sufers damage and is healed.
Held Esper: All models have the ability to channel Esper and weave it into powerful
efects. There are many ways a model can hold Esper. Held Esper is described in greater
detail in the Manipulating Esper section.
Skills: How efective a model is in combat is determined by its combat skill attributes.
Combat skills are divided into three
categories, based on the type of attack;
psychic, melee and ranged. A model will
have an attack and defense attribute for
each of these three categories. The attack
attributes are collectively referred to
as a models Attack Skills. The Defense
attributes are collectively referred to as a
models Defense Skills.
Minion Identifcation: Use this space to
write a number, letter, or other symbol to
help you identify which card belongs to
each minion model.
Card Sleeves - During a game of
Relic Knights there are several
things you need to keep track of
using your tracker card -- Health,
Held Esper, Minion Identifcation.
We recommend using clear
plastic card sleeves for your
tracker cards. Then you can use a
dry or wet erase marker to track
damage, etc. without damaging
the game card.
- Minnion on:: Mi Minio ni ns ns mak make u e p a p a di diver ve se e pan panopl oply o y f N f oble warriors, trained soldiers,
cun cunnin ning r g r ggg ace ace aaacers rs rs and and and ot other hers t s hat hat jo join in the the kn knigh ights ts in n the their r bat ba tle les. s.
Cos Cost:: Al Al Al All m l m l m l m l mode ode de od od ls ls s ls hav hav h e a e a po point int co cost st tha that i t is u s used sed to to de defne fne th the o e over verall all va value lue of of th the m e mode o l as
a w a whol ol ol l o e. ee. e. In n gen genera eral, l, mod models ls wi w th h a h a igh igheer poi point nt cos cost a are re mor more p e powe ow rfu rful t l han han mo model de s that
cos cost f few ewer p r poin oints. ts Wh When en pla player yers a s asse ssembl mb e t e thei heir f r forc orces, es, th he t e tota tal c l cost st of o al all t l thei eir m r models
det determ rmine ines t s the he siz size oof t f the he gam game b e ein eing p g play layed. d. Mo More re inf inform ormati ation o abo about ut ass assemb embling a
for force ce is is dis discus cussed sed in in Ga Game me Set Se up. up.
Afn fnity ity: Ne Nearl arly e y ever very l y livi iving ng thi thing ng in in the the un unive iverse rse is s in infue fuence nced b d by t y the he ene energi rgies es tha t t
form t m the he bui buildi ld ng n blo blocks ck of of ex e ist stenc ence. e Mos Most b t bein eings gs hav have aa pa parti rticul cu ar ar con connec nectio ion t n o o o onne
of the e si six e x expr xpress ession ions o s of t f the he uni n ver ve se, se, aa con connec nectio tion t n that hat he helps lps de defne fne th their eir po power wers a s and n
abilit ties ies. A . A mo model dels s afn afnity ity de defne fnes i s its ts con connec nectio tion t n to o o one ne of of the the si six t x type ypes o s of E f Espe sper. r. Thi This i s is
repres esent ented ed on on the the mo model dels s ref refere erence nce an and t d trac racker ker ca card rd by by the the es esper per sy symbo mbol f l foun ound o d on t n the h
back o of t f the e car card. d.
Size:: Th The s e size ize of of aa mod model l det de erm ermine ines h s how ow it it int intera eracts cts wi with th oth other er mod models els e an an an nd o d o d o oobje bject cts.
Mod o els els wi will ll hav have a e a si size ze att attrib ribute ute of of on one a e and nd hig higher her. A . A mo model dels s siz size i e i e s u s uused sed seeed in in in de de de de deter ter ter ter t min min mm ing ing
line o e of s f sigh ight a t and nd oth other er rul rules es pre presen sented ted be below low..
Spe peed: ed: A A mod model els s s spee peed i d is u s used sed to to de de deter ter termin min min mine h e h e h e h e how w ow w qui qui qui qui quickl ckl ckl ckl ckly i y i y i it m t m t m t m t move ove ove oves aaa s arou rou rou rou round nd nd nd nd the the
bat attle tlefel feld. d. Mod Models els wi will ll hav have t e two wo w par par parts ts ts to to tt the the the the their ir spe spe spe spe speed ed dd ed att att aattrib rib ib rib ribute ute ute uute. T . TT . T . The he he he h frs frs frs frs frst i t i t i is t s t s t s t the he he he h max max max ma maximu imu imu m mm
dis istan tance ce a m a mode odel m l may ay mov mov move b e b e bbefo efo efo efoore re re re re mak mak mak mak making ing ing ing g an an an n ac ac ac ac actio tio tio tio tion d n d n d n d n duri uri uri uuring ng ng ng n its its its its its ac ac ac ac activ tiv tiv tivati ati ati ation on on on (ca (ca (ca (ca (calle lle lle lle led t d t d t dd he he
ini nitia tial m l move ove). ). The The se se secon con con con nd v d v d v d v d valu alu alu alu alue i e i e i e i e is t s t s t s t s the he he he he max max max max ximu imu imu imu m m d m d m d m d m ist ist ist istanc an anc anc n e a e a e a ee a mo mo mo model de del del ca ca ca can m n m n m n m n move ov ove ove du du du durin rin n rin ringg i g i g ts ts
fol follow low-up -up up mo mo mo ove. ve. e. ve Mo Mo Mo Mo Movem vem vem vem vement ent ent nt rru ru rrules les les le le ar ar ar ar a e d e d e d e d e disc isc isc iscuss uss uss ussed ed ed dd lat lat lat ater. er. er. er.
Hea HeaIth Ith th th th::::: Wh Wh Wh Wh When en en en en a m a m a m a m a mode ode ode ode od l s l s ll s sufe ufe ufe ufe f rs rs rs rs dam dam dam damage age age age it it it it ge ge ge gets ts ts ts ts clo clo clo clo closer ser ser ser ser to to to to fa fa fa fa falli lli lli l ng ng ng ng ng in in in in bat bat bat bat battle tle tle tle tle. A . A . A . A A mo mo mo oodel del del deels s s s hea hea hea he he lth lth
det determ erm rm rmine ine ine ine es h s h s h s hhow ow ow ow muc muc muc muc mu h d h d h d h dama ama ama ama am ge ge ge ge it it it it can can ca can n ta ta ta ta ake ke ke ke ke bef bef bef bef e ore ore ore re be be be being ing ing ing ing re re re rremov mov mov mov m ed ed ed d ed fro fro ro fro rom p m p m p m p m lay lay lay lay y. W . W . W . WWhen hen hen e he aa
mod mod dddel el el el els h s h s h s heal eal eal eal alth th tth iis is is red red red red duce uc uce uced t d t d t d to z o z o z o z o zero ero ero ero ero it it it t is is is is re re re eemov mov mov moved ed ed ed fro fro fro fro om t m t m t m he he he he h gam gam gam gam game. e. e. e Pla Pla Pla Player yer yer yer yers w s w s w s will ill l ill us us us use t e t e tt e thei heir r
tra tracke cke ke cke ker c cc r c card ard ard ard a to to to to ke ke ke keep ep ep ep tra tra tra tra t ck ck ck ck of of of of f a m a m a m a m a mode ode ode ode d ls ls ls ls he he he he h alt alt alt alt l h a h a h a h as i s i s i s it s t s t s t ufe ufe ufe ufe ufers rs rrs dam dam dam dam damage age age age age an an an and i d i d i d is h s h s h s h heal eal ea eal a ed. ed. ed. ed. ed.
Hel Hel eld E d E d E d E d spe spe spe spe sper: r: :: Al Al Al Al A l m l m l m l mode ode ode odels ls ls ls hav hav hav hav h e t e t e t e t e the he he he abi abi abi ab lit lit lit it ity t y t y t y t y to c o c o c o c chan han han han nnel nel nel nel Es Es Es Esper pe pe pe p an an an an a d w d w d w d w d weav eav eav ea ea e i ee i e t i t i t into nto po ower we ful f
efe efe fe fe fects cts cts cts c . T . T . T . Ther her her her e e a e a e a e e re re re re r man man man many w y w y w y ways ays ays ays ays a a a mod mod mod mod o el el el el can can can can an ho ho ho hold ld d ld Esp Esp Esp Esper. er eee He He He He Held ld ld ld ld Esp Esp Esp Esp Esper rr is is des descri cribed bed in in gr great ea er
det det et ettail ail ail ail a in in in nn th th th he M e M e M e M e Mani ani ani n an pul pul pul ppulati ati ati ati ating ng ng ng n Esp Esp Esp Esper er er er e sec sec sec sec e tio tio tio tion. n. n. n. n
Ski Ski ki kills lls llsss: Ho Ho Ho Ho H w e w e w e w efec fec fec fec e tiv tiv tiv tiv t e a e a e e mo mo mo mo m del del del del del is is is is in in in in n co co co co c mba mba mba m t i t i t s d s dete etermi rmined ned by by it its ccomb ombat at ski skill ll att attrib ributes.
Com Com om mmbat bat bat bat t sk sk sk sk kill ill ll ills a s s s re re re ree div div div div divide ide de ide ded i d i d i dd nto nto nt nto th three ree
cat cat tttego ego eg eg eg rie rie rie ries, s, s, s, s bas bas bas bas based ed ed ed ed on on on on on the th the th ty ttype pe of of att attack ack; ;
psy psy ychi chi ch chi chic, c, mel mel me mel melee ee eeee and and an ra range nged. d A m A mode odel w l will ill
hav have a e aan a n a n tta tta tt ck ck and and de defen fense se att attrib ribute ute fo for r
eac each o h of t f thes hese t e thre hree c e cate ategor go ies ies. T . The he att attack ack
att attrib ribute utes a s re re col collec lectiv tively ely re refer ferred red to to
as a m a mode odels ls A Atta ttack ck Ski Skills lls. The The De Defen fense se
attrib ribute utes a s are e col collec lectiv tively ely refer ferred red to to as s a a
model els s Def Defens ense S e Skil kills ls. .
Minion on Id Ident entifc ifcati ation: on: Us Use t e this his sp space ac to to
write a n numb umber, er, le lette tter, r or or oth other er sym symbol bol to to
help you ide denti ntify fy whi which ch car c d b d belo elongs ng to to
each minion model.
Card Sleeves - During a game of
Relic Knights there are several
things you need to keep track of
using your tracker card -- Health,
Held Esper, Minion Identifcation.
We recommend using clear
plastic card sleeves for your
tracker cards. Then you can use a
dry or wet erase marker to track
damage, etc. without damaging
the game card.
54
3 1
2 1
2
5 3
2 1
1 3
2
1 2
2
1 2
4 2
1 1
SEBASTIAN CROSS
SHATTERED SWORD RELIC KNIGHT
Human, Relic Knight, Unique
Armor 4
Law Master
Cypher (Rook)
Cadre Ability: All models included with Sebastian gain the
following action:
OATHS OF THE SIX PEERS; TIER ONE;
REDIRECT; 2 , 2 ;
If Sebastian can be a legal target for the attack,
redirect it to him.
8-2
2-2
2-2
1-2
PARAGON
SHATTERED SWORD PARAGON
9PTS 40MM 3
1uke fllght my wurrlorx,
muy your luncex brlng the
orJerx juxtlce to our foex. -
Nuvurre Huuxer
[1] - Faction
[2] - Name
[3] - Type
[4] - Cost
[5] - Base Size
[6] - Model Size
[7] - Speed
[8] - Melee Attack
[9J - Ranged Attack
[10J - Psychic AbiIity
[11] - Esper Points
[12J - HeaIth
[13J - uote
[14] - Minion Identifcation
ReIic Knight
RuIes Card
[1] - Attributes
[2] - Esper Spell
[3] - Actions
Standard RuIes Card
1
7
8
9
10
11
12
14
13
2
3
4 5 6
1
2
3
ESPER EXPRESSION: Sebastian gains an automatic Soak for all damage,
based on his Hel his Held Esper. d Esper.
Held Esp Held Espper: er: er: 1-2 1 2 -2 -2 3-4 3-4 3-4 5+ 5+ 5
Tota Total So Soak: ak: : 22 33 44
BENEDICT BENEDICT ED TION: ION: ON ON ION: Tier On Tier On Tier On Tier On Tier On er On Tier O T e; Mele e; Melee e; Melee e; Melee e; Melee e; Me e; M Attack; Attack ttack; Attack; Attack; Attack; :::: 33 ,, 11 ; 4 Dama 4 D 4 Dama ; 4 Dama ; 4 Dama D ge; ge; ge; g
If the d If the d the dddefender efendder efennder er is hit, is hit, is hit, it, s iis hit, move tha move tha move tha move tha v ove that model t model t model t model el t model 3 direc 3 direc 3 direc 3 direc irr ire tly away tly away tly away ly away tly away y ay from th from th from th fro e attack e atta acker. e
: 22 , 11 ; Increa ; Increa ; Increase the d se the d e the d se the d th ddamage de amage de amage de amage de mage dealt by 3 alt by alt by 3 alt by 3 alt b ...
::: 22 ; The at ; The at e attack can tack can tack can tack can tack cannot be d ot be not be d not be d not be dodged. odged odged. odged. ee
SHATTERE SHATTERE RR DSWORD: DSWORD RDDD DSWO Tier Tw Tier Tw Tier Tw ier Two; Mele o; Melee o; Melee ; Mele lee Attack; Attack; Attack Attac Atta t : 55 ,,,,,, 33 ; 5 Dama ; 5 Dama ; 5 Dama ; 5 Dama ma mage; ge; ge; ge; ge ge ;;;;;
The atta The atta attack canno ck canno k cann canno nno not be blo t be blo t be blo t be blo t be bl cked. If cked. If cked. If cked. If cked. If this at this at this a this at this attack hit tack hit tack hit tack hits, move s, move s, move s, move s move m e the defe the defe the defe the def defe the defe def nder 8. nde de der 8. nde
: 22 ,,, 11 ; If the ; If the ; If the ; If the the ; If the target target target target targe is hit a is hit a is hit a s h is hit and is Re nd is Re d nd is Re nd is Ready, it ady, it ady, it ady, it dy, it becomes becomes becomes becomes becomes comee Idle Idle. dle. dl dle. Idle. dle d e
:: 11 , 33 ; Increa ; Increa crea Increa ; Increase the d se the d se the dd se thh e e mage de amage de amage d mage de e de e alt by 2 alt by alt by 2 alt by 2, this a , this , this , this , thi ttack ca tack tack tack ack ccannot nnot nnot nnot be nnot be nno n
redirect redirecct ctted or so ed or so d or s or so so oor so o aked. aked. ked ked. e
HEAVE HEAVENS AVENS VENS ENSSS WRATH WRATH: WRATH: RATH WRATH: WRATH: RATH W Tier On Tier On Tier On On On Tier O e; e; Psych e; Psyc e; Psych sych h e; Psy hic Attac c Attac ic Attac ic Attac ic k; k; k; k; :::: 22 ;;;;
Move the Move the Move the e the ove the e the defende defende defende defende nd ef nd r 6 r 6 di 6 dir r 6 di dir directly a ectly a ectly aw aw ctly aww ect aay from y from ay from ay from y omthe atta the atta the atta the atta acker. cker. cker cker. c .
:: 11 ,,, 22 ; The at ; The at ; The at The ; The attack cau tack cau tack cau tack ca tack causes 3 da ses 3 da ses 3 d s 3 da es 3 da damage. mage. mage. agee.
::: 22 ; Increa ; Inc ; Increa ; Increa I ease the d se the d se the d se the se the istance ista istance stance nce is moved to moved to moved to move moved to o 9. 9. 9. 9.
SPEARHE SPEARHEA EARHEA HEA HEADDD: Tier O Tier O Ti Tier ne; Supp ne; Supp ne; Supp e; Supp e ort; ort; ort; ort;; 11 , 22 ;
Move Seb Move Sebbastian 6 astian 6 6 n 6 astian ignor , ignor , ignor gn ing obje ing obje ing obje ing obje ng obje g cts. Af ts Af cts. Af cts. Af c After thiss ter thi ter this te moveme movemen movemen ovement, all m t a t, all m t ode odels s
within 3 within 33 of Seb of Seb of Sebbbastian a astian a ti astian a astia astian are moved re moved re moved re moved re moved 5 dire 5 dire 5 dire 5 dir 5 di ctly awa ctly awa ctly awa ctly awa tly away from h y from h y from y fromh y from him. Seba im. Seba m stian s an
cannot m cannot mmake a fo ake a fo ake a fo e a follow-up llow-up w- w u ow- move thi move thi move t move this activa s activa s activa s act ation. tion. tion tionn
UNWA UNWAVERI VERING CONVI NG CONVICTION: T CTION: T T ier Two; er Two; T Soak; Soak 44 , 22 ;;
oak 4. Soak 4.
: 11 , 11 ; Recover 4.
SEBASTIANCROSS
SHATTERED SWORD RELIC KNIGHT
Human, Relic Knight, Unique
Armor 4
Law Master
Cypher (Rook)
Cadre Ability: All models included with Sebastian gain the
following action:
OATHS OF THE SIX PEERS; TIER ONE;
REDIRECT; 22 ,, 22 ;;
If Sebastian can be a legal target for the attack,
redirect it to him.
8-2
2-2
2-2
1-2
PARAGON
SHATTERED SWORD PARAGON
9PTS 40MM 3
1uke fllght my wurrlorx,
muy your luncex brlng the
orJerx juxtlce to our foex. -
Nuvurre Huuxer
[1] - Facctio ti nn
[2] - Nam amee
[3] - Typ ypee
[4] - Cos ostt
[5] - Bas ase S e ize ize
[6] -- Mod Model e Siz Size
[7] -- Spe Speed e
[8] 8] -- Mel elee e Att Attack ck
[9J 9J -- Ran anged ged At A tac tackk
[10 10J - J Ps Psych ychic ic Abi AbiIit Iityy
[11 11] - ] Es Esper per Po Point ntss
[12 12J - J He HeaIt aIthh
[13 13J - J u uote ote
[14 14] - ] Mi Minio nio nion I n I n I Iden en en en entif tif tif tt cat cat cat cat cation on on on on
Re eIi Iic c Kn Knig ight ht
RuuIe Iess Ca Card rd
[1] 1] - Att Att Attrib rib ibute ute ute utesssss
[2] [2] - Esp Esp sp sp Esper er eer e Spe Spe Spe Spe Spell ll
[3] [3] - Act Act ct ct ction ion io ion o sssss
Stan nda dard rd RRuI uIes es CCar ardd
1
7
8
9
10 00000 110
11 11
12 12 2 12
14 4444 114 14
o
13 113
2
3
4 5 6
1
2
3
55
Abilities: Inherent powers and qualities that have an efect in the game are called
abilities. Abilities directly afect a model during the game, such as Armor reducing
damage the model sufers. Unless otherwise specifed, abilities are always active.
Actions: While some models have access to general actions, all models have specifc
actions that they can take during their activation. The specifcs of these actions, including
the Esper cost to activate and their efects are listed in the models description. Details
on taking actions are found in the Playing the Game section.
Traits: Models possess qualities that defne who and what it is. Traits are used to classify
the model and explain what kind of being it is. A models traits are used to determine
how it is afected by certain efects and abilities. Examples of traits include: Pit Crew,
Pirate, and Human.
Esper Deck
Relic Knights uses a standardized card deck which represents the fow of Esper around
us. The card deck comes with 42 cards. Each player will need one.
0ashboard
Each player has an area near the table which is referred to as The Dashboard. The
dashboard is used to organize your tracker cards and determine your models order of
play. Details on using the dashboard are found in the Playing the Game section.
Terrain
The objects on the table that represent things like trees, buildings, hills and other
features of the battlefeld are collectively referred to as terrain. Detailed rules for terrain
can be found in the Terrain section.
Measuring 0evice
There is often occasion to measure distances for movement, efects and other reasons. During
a game, players can take measurements at any time, for any reason. Units of measurement,
including movement and all other measurements, are always listed in inches.
Markers
In addition to models and terrain, markers are often placed on the table to indicate the
location of efects, objectives and other important items.
Abilities e : In Inher herent en po power wers a s and nd qua qualit lities ies th that t hav have a e an efect in the game are called
abiilit lities ies. A . A AAbil bil llliti iti t es es es dir dir direct ect e ly ly y afe af ct ct a m a mode odel d l duri ring ng the the ga game, me, su succh as as Arm Armor reducing
dam damage age age age ge th th hhee m e m e m e mode ode de ode del s l sufe ufe fe f ufers. rs. s Un Un U les less o s othe therwi rwise se spe specif cifed, ed, ab abili ilitie ties a s are re alw always ays ac activ ive..
Act Action on on ons: sss Whi Whi Wh le e som some m e mode odels ls hav have aacc ccess ss to to gen genera ral a l acti ctions ons, a , ll l mod models ls ha h ve ve spe sp cifc
act action ions t s that at th they ey can can ta take k dur during ing th their eir ac activ ivati at on. on. Th T e s e spec pecifc ifcs oof t f thes hese a e acti tions ons, i , incl nc uding
the the Es Esper per co cost st to to act activa ivate te and and th their e ef efect ects a s are e lis listed ted in in th he m e mode odels s de descr cript iption on. D . etails
on on tak taking ing ac actio tions ns are are fo found und in in th the P e lay laying ing th the G e Game ame se secti ction. on.
Traaits ts:: Mod Models els po posse ssess ss qua qualit ities ies th that at def defne n who who an and w d what hat it it is is. T . Trai raits ts are are us used ed to to cla classi s fy
the e mo model del an nd e expl xplain ain wh what at kin ind o d f b f bein eing i g it i t is. s A m A mode odels ls tr t ait its a s are e use used t d to d o dete etermi minne
how it it is is af afect ected ed by by cer ce tai tain e n efec fects s and an ab abili i tie ties. s Exa Exampl mples es of of tr traits its in inclu clude: de: Pi Pit C t Cre rew,
Pirate e, a , and nd Hum Human. an.
Espe perr De Deck ck
Relic Kni Knight ghts u s uses ses aa sta standa ndardi rdized zed ca card rd dec deck w k whic hich r h repr eprese es nts nts th the f e fow ow of of Esp Esp per er aro aro ar und und
us. Th he c e card rd de d ck ck com comes es wit with 4 h 42 c 2 card ardss. Eac Each p h play layer er wil will n l need eed on one. e.
0aash shbo boar ard d
Eacch p h play layer er has has an an ar area ea nea near t r the he tab table le whi which ch is is s ref ref referr err er er erred ed ed ed ed to to to o as s as s s The The The The The Da Da Da aashb shb shb shhboar oar oar oar oa d. d. d. d. Th The e
das shbo hboard ard is is us used ed to to org organi anize ze you your t r trac racker ker ker ca ca ca cards rds rds rds s an an an an and d d d d d d d d dete ete ete et etermi rmi rmi rmi rmine e ne ee you you yo yo yo r m r m r m rr mode ode ode odels ls ls ls s or or or oorder der de de d of of
pla lay. y. De Detai tails l on on usi using ng the the da dashb shb h oar oar oa d a d a d are re rr fou fou fou fou found nd ddd in in in in in the the he he the PPl Pl Pl P ayi ayi ay ay aying ng ng ng n the the the the the Ga Ga Ga Ga Game me me me e sec sec sec sectio tio tio tion.
Te Terr rrai ainn
The The ob objec jec ects ts ts on on on on the the the he he tta table ble ble ble b th th th th hat at t at at rep ep rep ep epres res res rr ent eent ent ent th th th thing ing ing ing n s l s l s l s ike ike ike ike tr tr tr trees ees ees ees, b , b , b , b , buil uil uil uil ildin din din ings, gs gs, gs, s hi hi hi hills lls lls l an an an a d o d o d o d o d oth the the h rr
fea featur tur res es s ss of of of of of the the the the the ba ba ba ba battl ttl ttl tt ttlefe efe efe efe efeld ld ld are are are ee co co co co colle lle lle lle lecti cti cti cti ct vel vel vel vel vely r y r y r r y efe efe efe efe eferre rre rre rr d t d t d t d to a o a o o s t s t s t s t s err err eee ain ain ain ain a . D . DDDeta eta eta eta e ile ile ile le ed r d r d r d rule ule ule les f s ff s ffor rr or r ter ter ter er e rai rainn
can can be be be be be fo fo fo ff und und und und und in in in in th th th hhe T e T e T e T e Terr err err err errain ain ain in se se se ecti cti cti tion. on. n. n.
Me Meeeeas as as as asur ur ur urin in in in i g g g gg 0e 0e 0e 0eevi vi vi vi v ce ce ce ce
The The ere re re re re iis ii oft oft oft oft o en en en en occ occ occ occasi asi asi asion on on on n to to to to mea mea mea mea measur sur sur sur sure d e d e d e d e dist ist ist stanc anc anc anc ces es es es for for for for f mo mo mo mo movem vem vem vemment ent ent ent, e , ee , eefec fec fec fec fe ts ts ts ts and and and and n ot ot ot other her her her her re re reaso aso aso aso asons ns. s ns. Du Du DD rin ringg
a g a game ame am am , p , p , p , play lay lay layers ers ers ers e ca ca cc n t n t n t n t n ake ake ake ake k me me me measu asu asu asurem rem rem remment ent ent nts a a s a at a t a t a aany ny ny ny y tim tim tim m time, ee, e, e for for for for fo an an an an any r y r y r y r y reas eas eas eas eason. on. on. on. Un Un Un Un U its its its its ts of of of of of me me mme measu asu as asu asurem remen ent,
inc inc clud lud lud ud uding ing ing ing ng mo mo mmm vem vem vem vem e ent ent ent ent an an aa d a d a d a d aall ll ll l oth oth oth th her er er er mea mea mea measur sur sur sur reme eme eme eme em nts nts nts nt nts, a , a , , re re re re e alw alw alw alw l ays ays ays ays y li li li liste ste ste ste t d i d i d i d i d in i n i nn inch nch nch nch nc es. es. ees
Ma Ma Ma Ma Mark rk rk rk rker er errrsssss
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loc loc ccati ati ati ati ation on on on of of of of f efe efe fe efects cts cts cts cts, o , o , o , obje bje bje bje bjecti cti cti cti t ves ves ves vess an an an and o d o d o d othe the the the ther i r i rr mpo mpo m rta rtant nt ite items. ms.
56
Before launching into your battles of Relic Knights, players will need to determine a few
things in order to get started. This section details how you select the size of your game,
how you recruit your cadre, determine what scenario you will be playing, and deploy
your models.
Choose the 0ame Size
Adventuring in the Relic Knights universe is perilous. Each Knight relies upon trusted
companions, ruthless mercenaries, or faithful followers to see them through. When
players begin selecting their cadres, they must frst decide what kind of game they will
be playing. Is it a large game with many models, or a smaller game with only a few for
each player? The size and type of game being played determines how many points each
player has to build their cadre. It also determines how many Knights a player can or must
take as well as the size of the ready area on their dashboard. There are four basic types
of games:
Encounter: An encounter represents a scrap, ambush, or other small scale fght with
a Knight and their close companions. Players have 35 points from which to select their
cadre. The ready queue of each players dashboard is made up of two slots. Cadres must
include one Relic Knight or Questing Knight. Limit 1.
Skirmish: Skirmishes break out when better prepared forces plan and execute raids,
surgical strikes, or soda fueled brawls at the latest Guilty Beat concert. Each player has
50 points to select their cadre. The ready queue of each players dashboard is made up of
three slots. Cadres must include one Relic Knight or Questing Knight. Limit 1.
CIash: As tensions rise, small scufes give rise to fercer conficts involving more than
just a few combatants. Players have 65 points from which to build their cadres. The ready
queue of each players dashboard is made up of four slots. Each player must include
one Relic Knight or Questing Knight to lead their cadre, but may also bring up to one
additional Knight. Limit 2.
Battle: Battles are epic encounters between two factions, with each player bringing 100
points to bear against their opponent. The ready queue of each players dashboard is
made up of fve slots. Each player must select a Relic Knight or Questing Knight to lead
their cadre, but may also bring up to one additional Knight. Limit 2.
Battles are truly massive games and should be played on a slightly larger battlefeld, we
recommend having your battle take place on a table at least 4x4 with lots of terrain.
GAME SETUP
Bef Be ore ore la launc unchin hin hing i g i g into nto to t yo yo yo yo your ur ur ur ur bat bat bat bat battle tle tle tle tles o s o s o s of R f R f R f R f eli elii elic K c K c K c K c Knig nig nig nights hts ht ht h , p , p , p , play lay lay ay ayers ers ers er er wi wi wi wwill ll ll ll nee nee nee need t d t d t d t d to d o d o d o d o dete ete ete te t rmi rmi mi mi minne ne n a f a f a f aa ew ew
thi hings ngs in in in or or order der der er er to too to to ge ge ge geet s t s t s t s t star tar tar tarted ted ted ed ted. T . TTThis his his his s se se se secti cti ct ct c on on on on n det det det det detail ail ail ai a s h s h s h s h s ow ow ow ow ow you you you you ou se se sse selec lec lec lec ect t t t t t t the he he he he siz siz siz size o e o e o e o e of y f y f y f yyour ou our our ou ga ga ga g me, me,
how how yo yo yo yo ou r u r u r u r u recr ecr ecr ecr cruit uit uit uit yo yo yo yo your ur uuur cad cad cad cad cadre, re, re re, re, de de de e deter ter ter termin min min min m e w e w e w e w e what hat hat ha h sc sc sc scena ena ena ena enario rio rio rio o yo yo yo yo you w u w u w u w u will ill ill ill be be be be e pl pl pl playi ayi ayi ayi aying, ng, ng, ng, ng, an an an an and d d d d d d d d depl epl eee oy oy
you our m r mmode ode ode ode odels. ls. s ls ls.
Ch Choo oo oo oo oose se se see tttthe he he he he 00000am am am am amee eee Si Si Si ize ze ze zze
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pla player yer yer er e s b s b s s b s egi egi egi egi egin s n s n s n sele ele ele electi cti cti cting ng ng ng g the the the their ir ir ir cad cad cad cad adres res res res res, t , tt , tthey hey hey hey hey mu mmust st t frs frst d t deci ecide de wha what k t kind ind of of ga game me the they w y will
be be pla pla pla pla p yin yin yin ying. g. gg Is Is Is Is s it it it it it a l a l a ll a larg arg arg ar r e g e g e g e g game ame ame ame ame wi wi wi ww th th th th t man man ma y m y mode odels, ls, or or aa sma sm lle ller g r ame ame wi w th th onl only a y a fe feww for
eac each p h p h p h p h play lay lay lay ayer? er? er? er? er? Th Th Th Th he s e s e s e s e size ize e an an an and t d t t d type yp ype of of ga game me bei being ng pla played yed de d ter termin mines es how ow ma many ny poi points nts each
pla player yer yer ha hha hh s t s t s t ss o b o b o o o uil uil uil ui ui d t d t ddd hei hei heir c r cadr adre. e. It It als also d o dete etermi rmines nes ho how m w many any Kn Knigh ights s a p a play layer er can can or or mmust
tak take a e asss w s w s well ell ell el as as a th the s e size ize of of th the r e read eady a y area rea on on th their eir da dashb shboar oard. d. The There re are are fo four ur bas basic ic typ t es
of of gam games: es:
Enc ncoun ounter ter:: An An enc encoun ounter ter re repre pr sen sents t a s a scra rap, p, amb ambush ush, o , or o r the ther s r smal ma l s scal ca e f e fght ght wi w th
a KKnig night ht and and th their eir cl close ose co compa mpanio nions. ns. Pl Playe ayers rs hav have 3 e 35 p 5 poin oints ts fro from w m whic hich t h to s o sele elect ct th their
cad dre. re. Th The r e read eady q y queu ueue o e of e f each ach pl playe ayers rs da dashb shboar oard i d is m s made ade up up of of tw two s o slot lots. s. Cad Cadres res mu must
includ lude o e one n Rel Reliic Kni Knight ght or o Qu Quest esting ing Kn Knigh ight. t. Lim Limit it 1. 1.
Skirmi mish: sh: Ski Skirmi rmishe shes b s brea re k o k out ut whe when b n bett etter er pre repar pared ed for forces ces pl plan an and and ex execu ec te te rai raids, ds
surgical al str trike ikes, s, or r sod oda f a fuel ueled ed bra brawls wls at at th the l e late atest st Gui Guilty lty Be Beat at con concer cert. t. Eac Each p h play layer e has ha
50 poi ints nts to to se selec lect t t thei heir c r cadr adre. e. The The re ready ady qu queue eue of of ea each ch pla player yers s das dashbo hboard ard is is ma made de up up of of
three slo slots. ts. Ca Cadre dres m s must ust in inclu clude de one one Re Relic lic Kn Knigh ight o t or Q r Ques uestin ting K g Knig night. ht. Li Limit mit 1. 1.
CIash: sh: As As ten tensio sions ns ris rise, e, sma small ll scu scufes fes gi give v ris rise t e to f o ferc rcer er con confic ficts ts ts inv inv involv olv olv ol ing ing in nng mo mo mo mo more re re re tha thann
just a t a fe few c w comb ombata atants nts. P . Play layers ers ha have ve 65 65 poi points nts fr frommwhi which ch to too bui bui build ld ldd the the he the h ir ir ir ir ir cad cad cad cad cadres res res es es. T . T . TT . The he he hhe rea rea rr dy dy
que eue ue of of eac each p h play layer ers d s dash ashboa board rd is is mad made u e up o p o of f f f f four u our r sl sl sl s ots ts ots ts ts. E . E . E E . Each ach ach ac ac pl pl pl playe aye aye aye ayer m r m m r m must ust ust uu in in in inclu clu clu cl cl de de
one e Re Relic lic Kn Knigh ight o t or Q r Ques uestin ting K g Knig night ht to to lea lead t d t d thei hei hei ei ir c r c r c r c r cadr adr adr adr adre, e, e, e, e, but but but but ut ma ma a may a y a y a y lso lso lso lso o br br br br b ing ng ing iing up up up pp to to to on on nee
add dditi itiona onal K l Knig night. ht. Li Limit mit 2. 2.
Bat attle tle: : Bat Battle tles a s are e e epi epi epic e c e c eenco nco nco nco ncount unt unt unt unters ers ers rs be be be be betwe twe twe twe tween n n n two two two two two fa fa fa facti cti cti cti tions ons ons ons o , w , w , w , with ith ith ith ea ea ea ea ach ch ch ch h pla pla pla pla layer yer yyer yer br br br bring ing ing ing nging ing ing ing ing 10 10 10 1100 0
poi points nts to to be be ear ar ar aga aga aga gaains ins ns ns inst t t t t thei hei hei he he r o r o r o r o r oppo ppo ppo ppo pponen nen ne e t. t. t. t. t The The The The The re re re ready ady ady ady ady qu qqqq eue eue eue euee of of of of ea ea ea e ch ch ch ch h pla pla pla pla pl yer yer yer yer yers s s das das das dashbo hbo hbo bo board ard ard ar ard is is
mad made u e uup o p o p o p oof f f f f f f ffve ve ve ve v slo slo slo slo slots. ts. ts tt Ea Ea Ea Ea Each ch ch ch h pla pla pla pla player yer yer yer yer mu mu mmm st st st st t sel sel sel se se ect ect ect ect ec aaa Rel Rel Rel Relic ic ic ic Kni Kni Kni Kni Knight ght ght ght ht or or oo Qu Qu Qu Qu Quest est est esting ing ing ing g Kn Kn Kn Kn Knigh igh ig igh ig t t t t t t t t to l o l o l o l o lead ea ead a
the their ir cad cad cad ad adre, re e re e bu bbu bu b t m t m t m t m t may ay ay y y als als als als so b o b o b b o brin rin rin rin ng u g g g g p t p t p t p to o o o o o o o one ne ne ne add add add additi iti iti iti t ona ona ona ona n l K l K l K l K l nig nig nig night. ht. ht. ht ht Li Li Liimit mit mit mit m 2. 2. 2. 2.
Bat Battle tle le tl s a aaare re re re e tru tru tru truly ly ly ly mas mas mas mas massiv siv siv siv sive g e g e g e game me me mees a s a s a s a and nd nd nd nd sho ho sho sho should uld uld uld u be be be be pll pl playe aye aye aye ed o d o d o d o d n a n nn n sl sl sl s igh igh igh gg tly tly tly ttly la la la large rge rge rger b r b r b r bbatt att att att a lef f lef lef lefeld eld ld eld d, wwe e
rec ecomm omm omm mm mmend end end en end ha ha ha ha h vin vin vin ving y g y g y g your our our ur ur ba ba ba ba battl ttl ttl tt tt e t e t ee ake ake ake ake ke pl pll place ace ace ace on on on oon a aaa tab ab a tab table le le le l at at at at lea lea lea ee st st st st 4x 4x 4x 4x4 4 4 4 wit wit wit wit w h l h l h l h l h lots ots ot ots ots of of of of of te te t rra rra rra rrrain. in. in ii
GGGGGGGGGGGGAAAAMMMME SETTUUUUUUPPPPPPPPPPPP
57
Build Your Cadre
Your cadre is the force you have brought to the battle. Every model you recruit is considered
part of your cadre. Once the size and type of game has been determined, players spend
points on models for their cadre. Each model has a cost listed that determines how many
points must be spent to recruit that model. Players may also spend points on boosts, helpful
items and power-ups that assist your Cadre in the fght ahead.
Choose a Leader: In each cadre players
must recruit at least one Questing Knight
or Relic Knight to be the leader of the
cadre. All models selected to be part of
the cadre must share the same faction
as the leader. If you are playing a game
size that allows more than one Knight to
be recruited you still must designate one
of them to be the cadres leader, who will
determine your cadres faction as normal.
For example, Calico Kate is selected as
the leader of a cadre. Kate is a member
of the Star Nebula Corsairs faction. This
means that all models in Kates cadre
must also be members of the Star
Nebular Corsairs faction.
Cyphers: Each Questing Knight or Relic
Knight also comes with a cypher. The specifc cypher they are bonded to is listed on their
card and becomes a member of the cadre automatically. Cyphers cost no points, their
value has already been fgured into the cost of the Knight.
Unique Models: Some models in Relic Knights represent powerful individual characters
and possess the unique trait. A player may not include two or more unique models of the
same name in their cadre.
Minion Models: Many models in Relic Knights represent goons, guards, and companions,
such possess the minion trait. A player may include multiple minion models of the same
name in their cadre.
Boosts: The variety of technology, artifacts, and other helpful items available to the
forces represented in Relic Knights are called boosts. A player may not include more
than two boosts of the same name in their cadre.
CALICO KATE
STAR NEBULA CORSAIRS RELIC KNIGHT
19PTS 50MM 4
8-6
4-4
2-2
2-2
CALICO KATE
STAR NEBULA CORSAIRS RELIC KNIGHT
19PTS 50MM 4
Wlth u fleet ut her cull, unJ
u rellc ux her xteeJ, the
unlverxe Jemonxtrutex lt
hux u xenxe of humor.
6-4
2-2
2-2
2-1
COSAIR
STAR NEBULA CORSAIRS MINION
7PTS 30MM 2
Pulled fromthe dregs, they
live for plunder, and the
freedomof Wildspace.
6-5
1-1
2-2
3-3
SQUALL
STAR NEBULA CORSAIRS UNIQUE
12PTS 30MM 2
Some find her company, electrifying.
Keep in mind that even though players are required to bring a Relic Knight
or Questing Knight in every game, you still must pay their point cost.
Buil i d d Yo Your ur CCad adre re
Youur c r cadr dr r dr re i e i ee e s t tttthe he he e for or or orce ce e you ou oo ha ha h ve ve v bro bro b ugh ug t t t to t o the e bat ba tle tle. E . Ever ery m y mode odel y you ou rec ecrui ru t i is c s onsidered
par part o t o oof yyyyyour ou ou ou ou ca ca ca ca cadre dre dre dre dre. O . O . OOnce nce e th th he ssize ize an and t d type ype of of ga game me has has be beenn det determ ermine ned, d, pla player yers s s pend
poi points nts on on on o mo mo mmo m del del del d s f ffor or the their ir cad cadre. re Ea Each ch mod modell has ha aa cos co t l t list istedd tha th t d t dete etermi rmines es ho h w m w any
poi points nts s t mu mu m st st be be spe spent nt to t rec recrui ruit t t that hat mo model del. P . Play ayers er ma may a y lso lso sp pend end po point in s o on b n boos oosts, , he h lpful
ite it ms ms and nd po p wer wer-up ups t s that at as a sis ist y t your ur Ca C dre dre in th the f e ght ght ah head ea .
Cho hoose ose a a Lea Leader der:: In In ea ach ch cad cadre r pla player yers s
mus ust r t ecr cruit ui at at le least st on o e Q e Ques stin ting KKnig n ht ht
or Rel Re ic Kni Kn ght ght to o be be th the l e ead eader of of the he
cad dre. re Al All m l mode odels sel select ected ed to o be b par part o of f
the ca c dre dre mu ust st sha hare r the the sa ame m fac factio tion n
as the he le eade ad r. r. If If you ou are p e play ying ing a a gam game e
size t that hat al allow ws m s ore ore th han an one ne Kn Knigh ight t to o
be rec ecrui uited te yo you s u til till m l must ust de esig signat ate o e ne ne
of the em t to b o e t e the h cad cadre es l s lead eader, er, wh who w o will ill
det term ermine ne yo your ur cad cadre res f fact action on as a no norma rmal. l
For r ex examp mple, e, Ca Calic co K o ate ate is se selec lected ted as as
the e le leade der o r f a f a cadre dre. KKate ate is is aa mem member er
of the the St Star ar Neb Nebula a Co Corsa sairs ir fa facti ct on. on. Th Th his is s
mea eans n tha that a all ll mod models s in in Ka Kaate tt s c s c s cadr adr r adr re eeee
mus ust a t also lso be be me membe mbe ers rs rs of of of of the he he ee Star ar ar ar ar
Neb ebula u r C r Cors orsair air airs f s f s fact act act tion ion ion nn.
Cyp Cypher her hher hers: s: s: s: s: EEEa E ch ch ch ch c Que Que Que Que uesti st sst ng ng ng ng Kni Kni Kni Kni ight ght gh gh gh or or or or or Re RRRR lic lic lic lic ic
Kni Knight gh hhh al al al a so so so so so com om om omes s s wit wit wi wit with a aaa cy cy ccyphe phe phe phe pher. The The The The sp pppeci eci ec ec fc c c c c cyp cy cy cy cy her her her her her th hhhey ey ey ey ey are are eee bo bo bo bonde nde nde nde ded t d t d t d to i o i o i o i o sss l s ist ist st ss ed ed ee on on on on n ttthe their ir
car card a d a d a and dddd bec bec bec bec becom om ome om o s a s a s a s a a me me eembe mbe mbe mbe mber o r o r o r of tttthe he he hee cad ad ad aadre re rr aut aut aut aut automa oma ma omatic ttt all all all aal y. y. y. y. y Cyp Cyp Cyp Cyp Cypher her her her hers c s c s c cost st st sst no nnn po po po po oint tttts, sss tthe the t ir ir
val value ue e ue ue has as as as al aaa rea ea eea e dy dddd bee bee bee been f fffgur gur ggu ed ed ed ed e int int int int into t o t o t o the e e e cos co co o t o o oof t f t f t f f he eee Kni KKK ght ght ght ght ght.
Uni Uni ni ique que que que Mo Mo Mo Model del del del delsss: ss So So So S me me me me mod mod mod mod mo els els els els els in Re Re Re Relic lic lic lic Kn Kn Kn Knnigh igh ighh ights ts ts s rep rep ep eppres re e re e ent ent ent nt ent po po po poowe we we wer we ful ful ul ul fu in in in in i div div div div dividu idu d id i aal al al al cha cha charac racter ers
and and ddd po po ppp sse sse sse sse sess sss the the the the h un nnniqu iqu iqu iqu ue t e tt e trai ra ra ra r t. . A p A p A p A p A play lay ay ay a er er er er may may may may ma no ooot i t i t i t i t incl ncl ncl ncl nclude ud ud ud d tw tw tw tw wo o oooo r m r m r m r m r ore re e re e un uuuu iqu iqu q e m e mode od ls ls of of the h
sam sam mmme n e e e e ame ame ame am a in nnn th th th their ir ir i ca ca ca cc dre dre dr re r ..
Min Min innnion ion io io i Mo Mo Mo Mo M del del del ee s: ssss Ma Ma Ma Ma Many ny nnn mod mo mo mo mo els els els els in in iinRe Re Re Re R lic lic li li Kn Kn Kn Kn Knigh igh ig ig ig ts ts tts ts rep rep r res resent ent go goons ons, , guar uards, ds, an and c comp ompani an ons,
suc suc cch p h p h p h p poss oss oss ossess ess ess ess th th th th he m e m e m e mini in in in n on n n on n tra tr tr tr t it. t. t. t. t. A A AAA pla pla lla layer yer yye y ma ma m y i y incl nclude de mu multi ltiple ple mi minio ion m n mode odels s of of the he same
nam nam mmme i eee n t n t n t n thei hhh r c r c r c r cadr adr adr adre. e. e. e. e.
Boo Booooosts sts ss ::: Th Th Th hhe vvvari aa ety ety of f te techn chnolo ol gy, gy, artif tifact acts, s, and and ot o her er he elpf lpful ite itemss ava availa ilable ble to to the
for forces cess re re epre presen sented ted in in Re Relic li Kn Knigh ights ts are are ca c lle ed b d oos oosts. . A A pla layer yer ma may n y not ot inc nclud lude m e more
tha than t n two wo boo boosts sts of of th the ssame ame na name e in in the heir i cad cadre. r
CALICO KATE
STAR NEBULA CORSAIRS RELIC KNIGHT
19PTS 50MM 4
8-6
4-4
2-2
2-2
CALICO KATE
STAR NEBULA CORSA
19PTS 50M
6-4
2-2
2-2
2-1
COSAIR
STAR NEBULA CORSA
7PTS 30M
6-5
1-1
2-2
3-3
SQUALL
STAR NEBULA CORSAIRS UNIQUE
12PTS 30MM 2
Some find her company, electrifying.
Keep in mind that even though players are required to bring a Relic Knight
or Questing Knight in every game, you still must pay their point cost.
58
Determine a Scenario
After the size of the game has been determined and each player has selected their cadre,
the players will determine their scenario. Scenarios provide players unique objectives
they must accomplish to achieve victory.
To select a scenario, one player shufes their Esper Deck and chooses a card randomly.
The primary Esper type on the card determines what scenario is played. If a wild card is
chosen, the player drawing the card chooses the scenario. If a void card is drawn, the
opposing player chooses the scenario.
Victory Conditions: Each scenario has diferent conditions that determine the winner.
Scenario details and specifc victory conditions are discussed for each scenario in the
Scenarios section.
ReIic Hunt
Tear Down
the WaIIs
sper WeIIs
Esper
Corruption
VitaI Resources
0aring Rescue
0pposing
PIayer's Choice
0rawing
PIayer's Choice
SCENARIOS
De Dete term rmin inee a a a Sc Sc Scen en enar ar ar ar a io io iooo
Aft fter er the he si ss zeee of of of the he he he ga gggg me me me me me has as as as as be bbbb en en en enn det det det det determ erm erm erm ermine ne ne ned a d a d a d and nd nd nd n eac ac ac ac ach p h h hh lay lay lay ay ayer eee has has has has has se eeelec lec lec lec cted ed ed ed th th th tt eir eir eir ir ca cccc dre dre,,
the he pl p aye aye yerrrs r wil wil wil wwill d l d l dete ete ete ete etermi mi mi mi m ne ne nn the the the the their sce sce sce sc scenar ar ar ario. io o io Sc Sc Sc Scena ena ena ena en rio rio rio rio os p s p s p s prov rov rov o r ide de de dd pppl pp aye aye aye aye ers uni uni un un un que ue ue ue ue ob ob ob ob bjec jec jec jec jectiv ves es
the hey m y must ust ust ust ust ac cccccom co co co co pli pli pl pli plish ssss to to to to to ach ach ach ach achiev iev iev iev e e v vvvict ic ic ic ory ory ory ory ry. . ..
To o sel see ect ct ct ct ct aaaaa sce ce ce e cenar nar nar nario, io, io, io, on nnnne p e p e p e pplay ay ay y ayer er eee shu shu hu hhufes fes fes fes th tttt eir eir eir eir eir Es EEE per per per per per Deeeeeck ck ck ck ck and nd nnd d h ch ch hhoo oo oos oo o es s ss a c a a ard ard ar rando ndomly mly.
The he pr pppp ima ma ma ma mary ry yy Esp Esp Esp Esp Esper er r r r typ ty ty ty ty e o e o e o e o e on t n t n t n he he he he he car ar ar rrd d d d d d ete ete ete ete etermi rmi rmi rmi ines ne ne ne ne wh wh wh wh whaaat aa sce sce sce sce scenar ar aar ario io ooo is s pla pla played yed. I . f aa wi w ld d car ca d i d s
cho hosen sen se se , t , t , t , he hhhh pla pla pla pla player yer yer er e dr ddd awi awi wi wing ng ng n the the he the h ca ca ca card rd rd rd rd cho cho cho cho choose se se e ses t s ss s he he ee sce sce sce sscennar nar na io. o. If If a voi void c card ar is is dr d awn awn, tthe
opp pp pposi ooo ng ng ng ng ng pla pla pla pla ayer yer ye ye ye ch ch ch choos oos oos ooses es es es s the the the ee sc sc sc sc scena na na na nario ri rrr ..
Vic ictor to to oo y C y C y C y Cond ond ond ond nditi it it it i ons ons ons ons ns: Eac Eac Eac Eac Each s h s h s h s h scen cen cen cce ari ri rio h o o as as dif difere erent t con co dit dition ions t s that hat de deter ermin mine t e the he win wi ner.
Sce cenar na nnn io io io io io det det det det detail ail ail ail ails a s a s a aand nd nd nd nd spe spe ppecif cif c c v c vict tory ory co condi n tio tions n are are di discu sc sse ssed f d for or eac each s h cen enari ario i o in t n he
Sce cenar na n ios ios os io o secti cti cti cti c on. on. oon.
Re Re Re ReIi Ii III ccc Hu Hu Hu Hu Hunt nt nt nn
Te Tear ar DDow ow ownn
th th t e e e Wa Wa WaaII II II IIIsssss
s s pe pe pe per r rr We We We We WeII IIssss
Es Espe per
Co Corr rrup upti tion on
Vi Vi Vi Vi Vita ta ta ta taIIII Re Re Re RReso sso so s ur ur ur urce ce ce cesssss
0a 0ari ring ng RRes e cu cuee
0p 0p 0p 0p 0 po po po po posi si si siing ng ng ng g
PI PIay ay ay ay ayer er eee 's 's 's 's CCCCho ho oooic ic ic icce
0rraw awin ing g
PIayer er's 's CCho hoic icee
SSSSSSSCCCCENARIOOSSSSSSSSSSS
59
Set Up the attIeeId
When setting up the battlefield, players must designate a 3x3 area of table (or other
flat surface) to be used as the battlefield. In addition, an area is needed for each
player to place their dashboard. Once these areas have been laid out, players place
terrain on the battlefield. Each player takes turn placing a piece of terrain. (Players are
encouraged to build a well themed table, evocative of the rich and fantastic galaxy
Relic Knights takes place in.)
How Much 7errain ShouId l Use1
A good estimate is to have 1-3 pieces of terrain for each square foot of playable space
on your tabletop. Games of Relic Knights are most fun when your heroes are dodging
whickering laser fre through dense cover, or avoiding certain death by climbing out of
reach of an enemys attack.
3
3
Sett Up Up tthe he at attI tIe eeI eIdd
Whe hen s n ett ett ett ett etting ing gg ing up up uu th tth t e b e b e att att att attlef lefiel iel i d, d pla player ers m s must ust de esig signat ate a e 3 3x3 x3 ar area e of of tab table (or other
flat s t s surf urf urf urf face ac ac ac ac ) ttttto b o b o b o b o be u e u e u ee sed ed ed as th the b e batt at lef efiel ie d. d. In In add additi ion on, an an area ea iis nee ne ded ded foor each
pla player ye to to to too pl pppp ace ace ace th hheir eir da dashb sh oar oardd. Onc Once t e thes hese a e area eas h s have ave be been e lai laid o d out, ut, pl playe ay rs rs place
ter terrai rai iiin o oon t n the e bat battle tlefie field. ld. EEach ch pla layer ye ta takes kes tu turn pla placin ing a g pi piece ece of of te erra rrain. in. (P (Play yers e are
enc encour ou age aged tto b o uil uild a d a we well the themed med ta table bl , eevoc vocati ativve of of the he ri r ch h and and fa fanta tasti st c g galaxy
Rel elic ic Kni Knight gh s t s take akes p s plac lace i e in.) )
Ho How wMu Much ch 77er erra rain in SSho houI uId d l l Us Use1 e1
A ggood oo es estim timate at is s to to ha have v 1-3 1-3 piiece eces o of t f terr rrain ai fo for e r ach ach sqquar ua e f e foot oo of of pplaya ayable ble sp space
on you yo r t r tabl ab eto etop. Gam Ga es es of o Rel Re ic Kni Kn ght hts a s re re mos most f t fun n whe when y n your our he heroe roes a are re dod dodgin ging
whicke k rin ring l g ase aser f r fre re thr throug ou h d h dens ense c e ove ver, r or or avo avoidi iding ng cer ce tai ain d n eat eath b h by c y clim mbin bi g o g ouut of
reach h of f an an ene nemy mys a s atta ack. ck
33
333
60
7he 0ashboard
Each player has an area near the battlefeld which is referred to as, the dashboard. The
dashboard contains a number of diferent sections. Models are represented by their
tracker card on the dashboard. The sections are: active slot, linked slot, ready queue, idle
model section, draw pile, discard pile, dead pile.
Ready ueue: The Ready Queue is where you place a number of models determined
by the type and size of the game you are playing. At the beginning of your turn, the left
most model in the ready queue moves into the active slot. The remaining tracker cards
slide in the queue to the next available slot, from right to left. At the end of the turn the
active card goes into the Idle section and you must put a new tracker card into the empty
slot in the ready queue. (This may be the same model that just was activated.)
There are efects in the game that can cause models to be removed from the ready
queue. At the end of any turn, the ready queue must be set to its required number of
models as long as you enough models left in play. A player cannot voluntarily remove
a model or change the order of the models in the ready queue. Models whose tracker
cards are in the ready queue are referred to as ready.
Active Slot: This is where the currently activated model is placed during its activation.
Models in this section are still ready, even though they are no longer in the ready queue.
Linked SIot: This is where a tracker card is placed if it is linked and going to activate this
turn. The linked attribute and its rules are discussed later. Models in the linked section
are considered Idle until they are moved to the active slot.
Idle Section: The idle section is where all models that are not ready or in the dead pile
go. Models in the idle section are referred to as idle.
Draw Pile: This is where your Esper Deck goes.
Discard Pile: This is where discarded esper cards go.
Dead Pile: This is where a models tracker card goes when it has been killed or otherwise
removed from the game.
5-4
3-2
2-1
1-2
BETTY
CERCI SPEEDCIRCUIT UNIQUE
10PTS 30MM 2
If you were to ask the crew,
Betty is comprised of curses,
grease marks, and elbows.
4-4
3-1
2-1
1-1
LUG
CERCI SPEEDCIRCUIT UNIQUE
11PTS 50MM 4
With CHEE, the more menial
the cogitator, the more loyal
the bonds they form.
12-8
3-3
3-3
2-2
PRINCESS MALYA
CERCI SPEEDCIRCUIT RELIC KNIGHT
18PTS 50MM 4
The rumor that the Princess of
Ulyxis is racing and winning in
the Cerci is widely exaggerated.
10-7
1-3
2-3
1-3
PACE
CERCI SPEED CIRCUIT MINION
9PTS 50MM 3
Many racers have their lives
to thank for a timely recovery
froma raceway PACE bot.
10-8
1-2
4-3
2-3
SUICIDE QUEEN
CERCI SPEEDCIRCUIT QUESTINGKNIGHT
14PTS 40MM 3
There isnt a problemin the
universe that a coupleo of lucky
richocets cant handle.
10-8
3-2
1-2
1-2
H
E
L
LS
B
E
L
L
E
S
CERCI SPEED CIRCUIT MINION
8PTS
40MM
3 Beautiful, deadly, and fast -
the Hells Belles have a name
around the underworld circuit
for getting things done.
6-5
MR.TOMN
CERCI SPEED CIRCUIT CYPHER
30MM 1
Wherever Mr. Tomn leads,
Malya is sure to follow.
8-6
2-2
2-1
1-2
ULYXIS PIT CREW
CERCI SPEEDCIRCUIT PIT UNIQUE
7PTS 30MM 2
If you cant fix it,
BANG it back into shape!
7-5
ROLLO
CERCI SPEEDCIRCUIT CYPHER
30MM 1
ARF!
Active Card
Ready ueue
Idle Pile Esper Deck
Discard Deck
Dead Pile
Linked Card
7he 00aasshhbbooaarrdd
Each p h play layer er has has an an ar area ea nea near the he bat battle tlefel eld w d w whic hic hich i iis r s r s r refe efeeeerre rre rre rr rred t tttto a o o oo s, s, ss, the th th th th da da da da ashb shb shb shb shboar oa oa oa oa d. d. d The Th
dashbo hboard ard co c nta ntains ins a a num umber ber of of di difer fe f ent ent ent se eeecti cti cti cti t ons ns ns nn . M . M . ode od ode ode odels s s are are ar ar re re rre repre pre pre pre p sen sen sen sen e ted ed ed edd by by bbb th th t eir eir
tracke ker c r card ard oon th the d e dash ashboa board. rd. Th Th The sssect ect ect c ion on on on ons a s ss s re: e: e: e: e ac aaaa tiv tiv iv iv ive s e e ee lot ot ot ot ot, l , l , l , l , ink nk nk kked ed ed ed ed slo slo slo slot, t, t, t, t rea ea ea eaady dy dy dd que que que que queue, e, e, e id id ii le e
mod model el sec sectio tion, dra draw p w pile il i , d , ddisc is is ard ard ard rd d ppile, le, le, lle, de de dddead ad ad ad ad pil pil pille. e. e. e.
Rea Re dy dy ue ue ueue: ue: ue: : TTTTThe e he he Rea Re Re Re Re dy dy dy dy dy Que Que Que Que Q ue ue ue u is is is s s whe whe whe whe w re re re re re you ou ou ou ou pl pl pp ace ace ace ace ce a num num num num nu ber ber ber ber ber f of of ff mo mmmm del del del del dels d s d s d s d s ete ete ete ete et rmi rmi mi mm ned ned n
by by the the ee ty ty tt pe pe ppe pe and and and and and si sii siize ze of of of of of the the the the the ga gggg me me me mme you you you you u ar aaa e p e p ppplay lay lay la ing ing ing ing ng. A . A . AAAt t t t t t t t t he he he hh beg beg beg beg beginn inn inn nnning ing ing ing g of of of of yo oooour ur ur ur ur tur ur ur ur rn, n, n, , th th the the h le left ft
mos most m t m mmmode ode ode ode odel i l i ii l n t t n t n t the he he he rea ea ea ea e dy dy ddy dy que que que que qu ue ue ue ee mov mov mov mov moves es es es es int int int int nto t o t o t oo the he he he he act act act act a ive ive ive ive ve ll sl slot. ot. ot. ot. TTTThe he he he e rem rem rem rem remain ain ain ain ai ing ing ing ng n tr tr ttrack ack ack ack acker ee ccar car c ds ds
sli slide de in in in n the the the the the qu qqqq eue eue eue eue eue to oo to th th th th t e nnnnnext ext exxx av av av a ail ail aail ai abl abl abl ab ab e s eee lo lot lot lot o , f , f , f , from om om om m ii right ght ght ght ht too too le le lee left. ft ftt ft At At At At At th th th th the e e e e e e e e nd nd nd nd nd of of f of of the the th the tu tu t rn rn the the
act active ve ive vee ca ca ca ca card rd rd rd rd goe goe goe goe g s i s i s i s into nto nto nto o th th th h the I e I e I e Idle dle dle dle dle se e se ecti cti cti cti t on on on on and and and and yo yo yo yo y u m u m u m u must ust us us s pu pu pu pu put a t a t tt ne ne ne ne n w t w t ww t w rac rac rac rac racker ker er ker ke ca ca card rd rd int into t o the he emp empty
slo slot i i t i iin t n t n t n t n the he he he rea rea rea rea e dy dy dy dy y que que que que ueue. ue. ue. ue. e (T (T (T (T This his his his ma ma ma ma ay b y b y b y b y e t e t e t e the he he he h sam sam sam sam same m e m e m e mmod ode ode ode od l t l t l t l t l that ha hat hat hat ju ju ju u just st sst was was ac activ tivate ated.) d.)
The There re re re are are are are ef ef ef ef fect ect ect ect ec s i s i s i s in t n t n t n the he he he gam gam gam gam game t e t e t e t e that hat hat hat h t ca ca ca cann c n c n c n caus aus aus ause m e m e m e ode ode d ls ls to to be be rem remove oved f d from rom th the r e read ea y
que queue. ue. ue. u At At At At At th th th the e e e e e e e end nd nd nd nd of of of of o any any any any y tturn urn urn urn urn, t , t , t , the he he hh rea rea ready dy d que queue ue mus must b t be s e set et to to its its re requi quired red nu numbe mb r of
mod mod dddels els els els e as as as as lo lo ooong ng ng ng ng as as ss you you you you ou en en n en enoug oug ug ug ugh m h m h m h ode odels ls lef left i t in p n play lay. A . pl playe ayer c r cann annot ot vol volunt untari arily ly rem remove
a m a mode ode ode ode odel o l o l o l oor c r c r ccchan han han ha ha ge ge ge ge ge the the tthe the or oorder der of of th the m e mode odels ls in in the the re ready ady qu queue eue. M . Mode odels ls who whose e tra tracker
car ards ds d are are re e re in iin in th th th th thee ee read ead a y q y que ueue a e are re ref referr erred ed to to as as rea ready. dy.
Act ctive iv Sl Slot: ot: Thi Th s iis w s wher here t e the he cur curren rently tly aactiv tivate ated m d mode odel i l s p s plac la ed ed dur during ing it its a s acti ctivat va ion.
Mod odels els in in tthis is sec sectio tion a n are re sti s ll ll rea re dy, dy, eeven en tho though ugh th they ey are are no o lo longe nger i r n t the he rea eady dy que queue. e
Lin nked ked SI SIot: ot: Th This s is is whe where re a t trac ra ker ker ca c rd rd is i pla placed ced if if it is is li linke ked a d nd nd goi going ng to o act ac iva vate te this
turn. n. The he llinke ked a d attr ttribu ibute te and nd it i s r rule ul s a s are re dis discus cussed sed laater te . M Mode odels ls in the the li inke nked s sect e ion
are co c nsi nsider dered ed Idl le u e unti til t l they hey ar a e m move oved t d to t the he act active iv sl slot. o
Idle Sect ection ion:: Th T e i e idle d se secti c on on is i whe where e all al mo model dels t s that hat ar are nnot ot rea eady d or or in i the the de ead ad pil pile e
go. Model dels i s n t n the h idl idle ssect ection on ar a e r refe ef rre rred t d o a o as i s dle dle..
Draw PPile ile: Thi This i s s w s wher here y e your ur Es E per per De Deck ck goe oes. s
Disscar card P d Pile ile: : Thi This i s is w s wher here d e disc iscard arded ed esp esper r car ca ds ds go. go
Dea ad P d Pile ile: Thi This i s is w s wher here a e a mo model dels s tra tracke cker c r ard ard go ooes es es whe whe whe hen i n i nn t h t h t h t h t has aaaa bee bee bee bee been k n k n k n k n kill ill ill ll ed ed ed ed ed or or or or or oth oth oth oth otherw erw er err ise ise
rem move oved f d from romth the g e game ame..
5-4
3-2
2-1
1-2
BETTY
CERCI SPEED CIRCUIT UNIQUE
10PTS 30MM 2
If you were to ask the crew,
Betty is comprised of curses,
grease marks, and elbows.
4-4
3-1
2-1
1-1
LUG
CERCI SPEED CIRCUIT UNIQUE
11PTS 50MM 4
With CHEE, the more menial
the cogitator, the more loyal
the bonds they form.
12-8
3-3
3-3
2-2
PRINCESS MALYA
CERCI SPEEDCIRCUIT RELIC KNIGHT
18PTS 50MM 4
The rumor that the Princess
Ulyxis is racing and winning
the Cerci is widely exaggerate
s off
g in
ed.
10-7
1-3
2-3
1-3
PACE
CERCI SPEED CIRCUIT MINION
9PTS 50MM 3
Many racers have their liv
to thank for a timely recove
froma raceway PACE b
ves
ery
ot.
10-8
1-2
4-3
2-3
SUICIDE QUEEN
CERCI SPEEDCIRCUIT QUESTINGKNIGHT
14PTS 40MM 3
There isnt a problemin the
universe that a coupleo of lucky
richocets cant handle.
10-8
3-2
1-2
1-2
H
E
L
LS
B
E
L
L
E
S
CERCI SPEED CIRCUIT MINION
8PTS
40MM
3 Beautiful, deadly, and fast -
the Hells Belles have a name
around the underworld circuit
for getting things done.
MMR TOMN MR TOMN MR.TOMN MR.TOMN MR.TOMN
UULYXIS PIT ULYXIS PIT ULYXIS PIT CREW CREW CREW
CERCI SPEEDCIRCUIT PIT UNIQ CERCI SPEEDCIRCUIT PIT UNIQ CERCI SPEEDCIRCUIT PIT UNIQUE UE UE
7-5
ROLLO
CERCI SPEEDCIRCUIT CYPHER
30MM 1
ARF!
Active Card
Ready ueue
Idle Pile Esper Deck
Discard Deck
Dead Pile
Linked Card
61
Place Objective Markers
Once terrain has been placed, players add any objective markers specifc to the scenario
or other scenario-specifc items. When called for, objective markers are placed on the
table to represent various objects and goals used in the scenarios. In order for a model
to interact with an objective marker, it must be in contact with the marker. Markers are
30mm in diameter and have a Size attribute of 0. Markers in no way inhibit movement,
line of sight or other in-game efects and rules.
0etermine Who ls 7he First PIayer
Each player shufes their deck and fips the top three cards. Each player
then adds up the total number of esper that matches their cadres afnity.
The player with the highest total is the frst player. If both players have the
same total, both players fip another card until one player has a higher total.
Example: Calico Kate and Princess Malya are squaring of in a battle. Both players shufe
their deck and fip the top three cards. Kates player fips a total of two Chaos (Kates
afnity) while Malyas player fips no Creation, indicating that Kates player is designated
as the frst player.
Deploy Your Cadre
Starting with the frst player, players deploy their forces on the battlefeld. While some
scenarios may have specifc rules as to how models are deployed, the rules presented
here are the default used for most games.
The frst player places one of their Boost markers anywhere on the table. The next player then
places one of they Boost markers anywhere on the table, not within 9of another Boost marker.
Each player then takes it in turn place boost markers until all Boosts have been deployed.
Once all Boosts have been deployed, the frst player places one of their models anywhere
on the table. The next player then places one of their models anywhere on the table, not
within 9 of an enemy model. Models may be deployed near Boosts. Each player then
takes it in turn placing a model until all models have been deployed.
Set Ready ueue
After all models have been deployed, the frst player sets their ready order by placing
each models tracker card in either the ready queue or the idle section. After the frst
players ready order is set their opponent sets theirs.
Draw First Hand
Both players then shufe their Esper Decks and draw their fve-card hand. Both players then have
the option of discarding any number of cards from their hand and re-drawing back to fve cards.
Players will often favor their more powerful models when flling their ready
queue, leaving some models to spend much of the game waiting. This is
intentional as games of Relic Knights focus on the knights themselves and their
struggles against one another. As models are removed from play, oftentimes less-
important models will fnd themselves thrust into battle.
Plac ace e Ob Obje ject ctiv ive e Ma Mark rker ers
Onc nce t e err err rr rr rain ai aaa ha ha hhhas b s b s b s been een eeen pl pl pp ace ac cc d, d, d pla pla p yer yers a s add dd any ny ob objec jectiv tive m e mark rkers e sp speci ecifc fc to to the t scenario
or oth oth th her r rr r sce sc sc sc sc nar nar nar nar nario- io- ii spe spe spe ssp cif if ifc i c tem emss. Wh When n cal ca led ed ffor, r, obj object ective ive ma m rke rkerrs are are pl lace ac d on the
tab table le to o rep rep re ep e res es es e ent ent e va vario rious us obj bject ec s a s and n goa goals s use us d i d in t n he he sce scenar na ios os. I . In o orde rd r f r for o a m a model
to t int int ttera era act ct wit with a h n o n obje bjecti ctive ve mar ma ker ker, i , t m must ust be be in n co conta ntact c wit with t h the he mar arker ker. M . Mark arkers e are
30m 30mm i m in d n diam iamete et r a r and n hav have a a Si S ze e att at rib ribute ute of of 0. MMark arkers er in n no n wa way i y nhi nhibit bit mo m vem vement,
line o e off sigh ight oor o r othe her i r in-g -game ame ef efect ects a s nd nd rul rules. es.
0e 0ete term rmin ine e Wh Whoo ls ls 77he he FFir irst st PPIa Iaye yer
Eacch p h play layer shu shufes fe th their r de deck ck and nd fi fips ps the the to top t p thre hr e c e card rds. s. Eac Each p play layer
the en a n dds dds up up th the t e tota otal nnumb umber er of of esp sper e tha that m matc atches he th their eir ca c dre dres s af afnity t .
The pl p aye ayer w with it th the h e high ig est est tootal ta is is th he f e frst st pplaye ayer. If If bot oth p h play layers rs ha have ve the h
same t e ota otal, bot bo h pplay yers ers fi fip a p anot no her er ca ard rd unt until i one one pl playe ayer h r hass a h a high igher er tot t al. a
Exampl mple: e: Cal alico ico Ka Kate te and nd Princ incess ess Ma M lya ya ar a e s e squa quarin ring oof i f n aa ba b ttl tle. e. Bot oth p h lay layers ers sh shufe ufe
their dec eck a k nd nd fip fip th the ttop op thr three e car ca ds. s. Ka K te tes p s lay layer e fip fips aa to total al of o tw two C o Chao ha a s ( s ( s (Kat Kates es
afn fnity it ) w ) whil h e M e Maly alyas as pl playe ayer ffips ip no no Cr Creat eation n, i , indi ndicat ca ing ng th t at at Kat Kates es pplaye aye ayer is d s d s d s ddesi esiii esigna gna ggg ted ed
as the the fr frst st pla ayer ye .
Deepl ploy oy YYou o rr Ca Cadr dree
Sta arti rting ng wit wi h t h the h frs frst p t play layer, r, pl playe ayers rs dep dep deploy loy loy yy th th th th heirrrrr fo fo fo fo force eeees o s o ss s n t n tt n tthe hhhh bat bat bat bat battle tle eeefel fe fe fe fe d. . . . Whi Wh Wh WW le le le ee som som sss ee
sce enar na ios os ma may h y have ve sp speci ecifc f rul rul uless as as as s to o oo o how how how how how mo mmmm del del del del dels a s a s a s a s re re re re dep dep dep dep deploy loy o loo ed, ed, ed, ed, ed, th the r e r e r e r e ule ule ule ule es p s p s p s pres es es esent en en e ed ed
her ere a e are e the th de defau fault lt use use ed f d f d for r mos mo mo mo mo t g t g t g t g t game ame ame ame ames. s. ss. s
The e fr frst t pla pla player yer yerr pl pl pl pl place ace ce ces o s o s o ss ne e eee of of of of o the he hhheir ir r ir ir Boo oo oo oo oost st sss mar mar mar mar marker ker ker rs a s aa s a s anyw nyw nyw nywher her hh e o e o e o e on t nn t n the he he he h tab tab tab t b table. le. le. le. The he hhe h nex nex nex next p t p t p play lay yyer er er er the thenn
pla places cesss on nnnne o e o e e o e f tttthey hey hey he hey Bo Bo Bo Bo Boost os ooo ma ma ma marke rke rke eers rs rs rs rs any any any any ywhe wh wh wh wh re re re re eon oooo the the the thetable ble ble ble ble, , n ,, ot ot oot ot wit wit wwithin hin hin hin n9 9of of of of o aaaanoth oth oth oth o eer ee Boo Boo Boo Boost t ma ma ma mar ma ker ker.
Eac Each p h pppplay ay ay ayer er er er er the he he he en t n n ake ke ke ke kes i s s s s t iiiin t n t n t n turn urn urn urn pl pl pl place ce ce ce bo bo bb ost ost ost ost ma ma ma marke rke rke rke rkers unt unt unt unt ntil all all all all l Bo BBB ost ost ost ost s s h ss ave ave ave ave ave beeeeen en en en e dep ep ep eeploy loy loy loyed. ed. ed. ed. d
Onc Onc cce a e e e e ll lll Boo Bo Bo Bo sts sts sts sts s ha ha ha ha h ve ve ve ve bee bee bee been d n n n epl epl epl epl e oye oye oye oye oyed, d, d, d, the the the the e fr fr fff st t t t t pla pla pla la l yer yer yer e pl pppp ace ace ce ace c s o s o sss ne ne ne ne e of oof the the the the eir mo mo mo mod mo els els els els e an an aanyw ywh ywh yw yw ere ere
on on the the the the th ta ta ta ta able bl bl bl . TTTThe he he he nex nex nex nex next p t p t p t p t lay lay lay lay layer r r the the the the h n p n p n p n plac la la la es es es ees one one one one o of of of of of th hhhheir eir eir eir eir mo mo mo mo m del del dd s a s a s a s a s nyw nyw nyw nyw n her he he he e o e o e o e o e on t n t n t n the he he he he b tab bbble, le, ll no not
wit wit thin hin hin hin 9 9 9 9 of ooo an an an aan en en eenemy emy em em mo mo mo mo odel el el el e . M . M . M . Mode ode ode odels may ma may ma ma be be be be b de eeeeplo plo plo lo oyed yed yed yed ed ne eeeear ar ar ar ar Boo oo oo oo oosts st sst s . E . EEE Each ach ach ach a pl pl pl playe ayer t r then e
tak tak kes es es es es it in in in in in tur tur tur turn p n p n p n p n lac ac ccing ing ing ing n a a aa mod mod mod mod m el el el el e unt nt nt nt n il il il il all lll mo mo mmo m del del del del e s h s ss s ave ave ave ave ave beeeeen en en en en dep dep dep deploy loy loy loy yed. ed d ed
Se Seeeetttt Re RRe Re R ad ad ad ad adyyyyy u u u u ueu eu eu u eueeee
Aft Aftttter er er r all all l all mo mo mm del del del de d s h s h s h s h s ave ave ave ave ave be be be been eee dep dep dep dep de loy loy oy oy oyed, ed, ed ed e tth th th the f e f e f e f e rst rst rst rst pl playe ayer s sets et th their e re ready ady or order er by b pl placing
eac eaccch m h m h h ode ode ode ode o ls sss tr tr tr tr rack ack ack k acker er er er r car ar ar ar a d i d d d d n e n e e n e n eith ith it it t er er eer e the the the th re ready ady qu queue eue or or th the i e idle dl se secti c on. on. AAfte fter tthe he frst
pla pla aaayer yer yer yer ye s rea rea rea rea r dy dy y y ord or or or er er er er er is is is ii set set et et et th ttt eir eir eir e op oppon ponent ent se s ts ts the theirs irs. .
Dr Drrrraw aw aw aw awFFFFFir ir ir ir irst st st HHHan andd
Bot Both p h pplay lay yers ers thhen enshu hufe f the theiir Esp Esper e Dec Decks and anddr draw awthe heir ir fve ve-ca -c rd d han ha d. d. Bo B th th pla pl yer yers t s hen hen have
the the op optio on o n of ddisc iscard arding ingan any n y numb umber of of car cards ds fro from t m thei eir h r hand ndan a d r d re-d e- raw rawing ingba back k to tofve fve ca cards.
Players will often favor their more powerful models when flling their ready
queue, leaving some models to spend much of the game waiting. This is
intentional as games of Relic Knights focus on the knights themselves and their
struggles against one another. As models are removed from play, oftentimes less-
important models will fnd themselves thrust into battle.
62
After Game Set Up has been completed the game is read to begin. Beginning with the
frst player, players will take turns activating a single model from the active slot of their
dashboard moving and taking actions with that model, adjusting the ready queue, and
then play passes to the next player.
When a model becomes active, move its card to the active slot on the dashboard. When active
a model may either take a full activation or it may refocus. A full activation consists of four
parts -- initial movement, action, follow-up movement, and discard. Refocusing includes no
movement or action and is used to fully refresh the players hand and gain Held Esper.
Initial Movement
Before a model takes its action, it is allowed to take an initial move. A model may move
up to a number of inches equal to the frst value of its Speed skill. Once a model takes an
action, it can no longer make its initial move.
Facing: Though models may have a clear direction that they face, there is no need to
determine a models facing. Assume that all models can see in all directions at all times.

Contact: Many efects, actions and rules apply to models and objects in contact with
one another. A model is considered in contact with another object if its base is touching
the objects base. Some objects, such as terrain, may not have a proper base; in these
instances you use the perimeter of the object as the base.
A model in contact with an enemy model is free to move away from the enemy model
when making movement. Models in contact with enemy models are not locked in and
are moved away when making free or forced movement of any kind.
Actions
Models are only allowed to take a single action during their activation. All models have
actions specifc to that model listed on their reference card.
In addition to the models own actions many models possess the [Esper Type] Initiate or
[Esper Type] Master abilities. These abilities grant them access to esper specifc General
Actions. General Actions are actions a model can use exactly like the actions written
in their own profle. The Initiate and Master abilities along with esper specifc General
Actions are detailed in the Reference section.
When a model wants to take an action, the player announces the action being taken
and pays for the cost of the action using esper cards from their hand or Held Esper. For
non-combat actions, the efect of the action takes efect and the player has the option
to press the action. Once the action has been resolved, the player draws back up to fve
cards to their hand from their draw pile.
If a player does not have the esper necessary to pay for any of a models available actions
(or any available scenario specifc actions) that model may take no action this turn and it
advances directly to its follow-up movement.
PLAYING THE GAME
Aft After r Gam Game S e Set t t Up Up Up has has has has s be eeeeen en en en en com com om com omple ple le e leted te te te te th th th th the g e g ee g e gam am ame amm is is is is s re re rr ad ad ad ad d to to ttt beg beg beg beg begin. n. n. n. Be Be Be BB gin gin gi ginnin nin nin nin n g w g w g w g wwith th th th h th th t ee
frs rst p play lay ayer, er, er, pl ppp aye aye ye ye yers rs rrr wil wil wil wil w l t l ll l ake ake ke ke ke turns rns rns rns s ac cccctiv tiv tiv tiv tivati ti ti ting ng ng ng n a s ssssing in in in n le leeee mod mod mod mod model el el el el fro ro ro ro om t mmmm he he he he he act act act act tive ive ive ive iv sl slllot ot ot ot o of f f f f the the th ir r
das da hbo hbo bo board ard ard d ard mo mmmm vin vin vin ving a g a g a g a g and nd nd dd tak ak ak ak aking ing ing ing ing ac ac ac actio tio tio tions ns ns ns n it wit wit ith t h t h h h hat hat hat at a mo mo mo mo odel de de e de , aaaadju dju dju dj d sti sti sti ti t ng ng ng ng the the the the e re eady ady ady ady ady qu qu qu qu queue eue eue eue eue, a , and nd
the then p n p play lay lay la la pa pa pa pa passe sse sse sse sses t s t s t s t to t o t o t tthe he he he he nex ex ex ex e t p t t t t lay lay lay lay ayer. eeee
Whe When a n a n a na n a mo mo mo oodel del del de be be be becom com com com comes es es es s act act act act tive ive ive ive ive, mmmmove ov ov ov v it it it its s s s car car car car rd t d t d t d t d o t o t ot o he he he he e act act act act tive ive ive ive ive lll sloot ot ot o on oooo the the the the the da da a da ashb shb b shboar oar o d. d. Whe When aacti ctive
a m a mode ode ode ode odel m l m l m l may ay ay ay ay eit eit eit eit either her her her he ta ta ta ta t ke ke ke ke ke a f a f a f aa full ull ull u ac ac ac ac ctiv tiv tiv tivati ati ati ati ation on on on n or or or or r it it it it t may may may may ma re eefoc foc foc foc focus. us. us us u A A A A ful ful ful fu full a l a l cti cti ivat vation ion co consi nsists sts of of fo four
par parts ss ts s -- ini ini ini initia tia tia tial m l m l m l m l move ove ove ove v men men men mentttt, act act act action ion ion ion on, f , f , , f , foll oll oll oll o ow- ow- ow- ow- ow-up up up up mov mov mov mov moveme eme eme eme ement, nt, nt nt nt, an an and d d d d isc iscard ard R . Refo efocus cusing ing in inclu cludes des no
mov moveme eme eme eme ment nt nt nnt or or or r or act act act act ac ion ion ion on n an an an and i d i d i d is u s u s u s used sed sed sed sed to to to fu fu fu fu f lly lly lly ly lly re re re refre fre fre fre fresh sh h sh sh the the h th the pl pl p aye aayers rs han hand a d and nd gai gain H n Held eld Es Esper per..
In nit it itttia ia ia iaal lll Mo Mo Mo Mo Move ve ve eeme me me me ment nt nnn
Bef efore or ooor a a aaa mod mod mod mod model el el el l tak ak ak ak kes es eees its ts ts ts ac aa tio ion, n, it t is is all allowe ow d t d to t o ake ake an n in initi ial al mov move. e A m A mode odel m l may ay mmove
up p to to o a n nnnnumb umb umb umb mber er err of f ff inc inc in hes hes eq equal ual to o th the ffrst rst va alue lu of of it its SSpee pe d s d skil k l. . Onc On e a e a moodel de ta takes k an
act ction io , iiit c t c t can n no no lon onger ger ma m ke ke its it in initi itial mov mo e. e.
Fac acing ing: : Tho Though ugh mo model dels m s may ay hav have a e a cl clear ea di direc re tio tion t n that hat th hey ey ac face, e, the here r is is no n nee need to
det eterm ermine ine a mod model els f s faci acing. n As Assum sume t e hat hat al ll m l mode odels ls can an se s e i e in a n ll ll dir direct ction ions a s at a t ll ll tim times. e
Conntac tact: t: Man Many e y efec fects, ts, ac actio tions ns and and ru rules les ap apply ply to to mo model dels a s and nd obj object ects i s in c n cont ontact act wi w th
one an a oth other er. A mod model el is is con consid sidere ered i d in c cont ontact act wi with th ano anothe ther o r obje bject ct if if its its ba base se is is tou touchi ching n
the ob bjec jects ts ba base. se. So ome me obj object ectss, suc such a h s t s ter errain ain, m , may ay not ot ha have ve a p a prop roper er bas base; e; in in the these
instan nces ce yo you u u use se the he pe perim rimete eter o r of tthe he obj object ec as as th t e b e base ase.
A mode del in c n cont ntact ac wi with t an an ene nemy m mo model el is is fre ree t e o m o move ve aw away ay fro from t m he e ene enemy my mod model
when m n maki king ng mov mo eme ment. . Mo M del dels i s n c n cont ontact ac wi with th ene enemy my mod models els ar re n e not ot lo locke ked i d n n and and
are mo moved ved aw away ay whe when m n aki aking ng fre free oor f r forc rced ed mov moveme mennt of of any any ki kind. d.
Accti tion onss
Mod dels els ar re o e only nly al allow lowed ed to to tak take a e a si singl ngle aacti ction on dur during ing ng th th heir eir eir ei ac ac ccctiv tiv tiv tiv tivati ati ati ati t on. on on on on Al AAl Al A l m l m m l m mode ode ode ode odels lls ls s hav hav ha hh e e
action ions s s spec pecifc ifc to to th that at mod model el lis listed ted on on th their eir re re efer fer ferenc enc enc nce c e c e ee ard ard ard ard ard..
In add additi ition on to to the the mo model dels s own own ac ac ctio tio tio ons ns ns ss man mman mmany m y m y m y m y mode ode ode de dells ls ls l pos pos pos pos po ses ses ses ses sess t s t s tt s the he e he he [Es [Es [Es [Es [ per per per per p Ty Ty Ty Type] pe] pe] pe] pe] In In In niti iti iti itiate ate ate aate or or
[Es sper per Ty Type] pe] Ma Maste ter a r abil bil bi iti iti ties. es. s. Th Th Th hese se se e se aab abili ili ili ili litie tie ti ti i s g s g s g s g s ran ran ran rr t t t t t t t them hem hem hem hem ac aaa ces ces ces ces e s t sss o e o e o e o espe spe spe sper s r s r s r spec pec pec pecifc if if if f Ge Ge Ge Ge G ner nerr e al al
Act ction io s. s. Gen Genera eral A AActi ct ct t ons ons ns ns ons ar are a e a e a e a e acti cti iion ons ons onn aaaaa mod mod mod mod model el el el el can an an an us us us use e e e e e e e e exac ac ac actly tly tly tly li li li li ike ke ke ke the he he he he ac ac ac actio tio tio tions ns ns n wri wr wr wr wr tte te te te t n n
in the their r r own own w pr pr pr rrofl ffl fl fle. e. e. ee. The he he hh In III iti ti ti tiate at at at a an an an an and M d M d M d M d Mast as as as s er er er er abi ab aa lit lit i lit lities ie ie iee al al al along ong ong ong g wi wi www th h h h h esp esp es es s er er eer e spe spe spe specif cif cif cifc GGGGGene ene ene eeneral ral r
Act ction io s a s a s a s a s re re rrr det det det det detail ail ailed ed ed ed ed in the the the the th Re Re Re Re Refer fe fe fe fe enc enc enc nc nce s e s e s e sect ect ect ect ection onnnn.
Whe Whe en a n a aaa mo mmm del del del del del wa wa wa ants nt nt nt to to to to to ta ttt ke ke ke ke an aaa act act act action on on on o , t , t , , , he he he he e pla pla pla pp yer yer yer yer an nnnnnou nou no no nce nce nce nce nces t ttthe he he ee act act act ac c ion ion ion ion be be be beeing ng ng g ng ta tttt ken ken ke k
and and pa ppp ys ys yys y for for for for for th th th th he c e c e c e ccost ost ost ost os of oof of of th th th the a e aaacti cti cti cti c on on on on on usi usi usi usi u ng ng ng ng ng esp sp sp sper er er er car car car a ds ds ds ds d fro fro fro fro from t m t m t m thei hei hei e r h r h r hhhand and and and d or or or or He He He He eld ld ld ld Esp Esp Esp Esp s er. eee Fo Forr
non on-co -co -co -comba mba mba mba mbat a t a t a t a t cti cti cti ctions ons ons ons, t , t , t , he he he he h efe efe efe efe efect ct ct ct of f of of of the the the hhe ac ac ac actio tio tio ttion t n t n t n t n ake ake ake ake akes e s e s eefec fec fec fec fe t a t a t a tt nd nd nd nd n the the the the pl pl pl pl p aye ye ye yer h r h r h r h r as as as as the the the the the op op op optio tion n
to to pre pre pre r ss ss s s the the the the t ac ac ac actio tio tio tio tion. n. n. n. n Onc Onc Onc Onc O e t e t e t e the he he hee act act act act a ion ion ion ion ha ha a has b s b s b s bbeen en een ee re re rr sol sol sol solved ved ved vedd, t , t , t , the he he he he pla pla pla player er er yerr dr dr dr draws aws aws aws ws ba ba ba ba back ck ck ck ck up up ppp to to to fve fve
car cards ds s ds to to to to o the the the the th ir ir ir ir ir han han han han a d f d f d f d ffrom rom rom rom r th th th their eir eir eii dr dr dr dd aw aw aw aw a pil pil pil p e. e. e. ee
If If a p a p pplay lay lay lay layer er er doe doe doe do s n s n s nnot ot ot oo hav hav hav hav have t e t e t e t e the he he he he esp esp esp esper er er er e nec nec ec nec necess ess ess eessary ary ary ary to ooo pa pa pa pa pay f y f y f ffor or or or or any any any ny any of ooo aa mod model els a s avai vailab ble le act ctions
(or o an ny a y a y vai vai aailab la la aa le le le ee sce sc sce sc s nar nar nar nario spe spe spe spe pecif if if if ifc ccc a c cti cti cti cti ions oons s o ) t ) t ) t ) hat hat hhh t mo model del ma may t y take ake no no ac actio ti n t n this h tu turn r and it
advanc ncees dir direct ectly ly to to it its f s oll ollow- ow-up up mov moveme ement. n
PPPPPPPPPPPPPPPPPPPPPPPPPPPPLLLLLLLLLLLLLLAAAAAAAAAAAYYYYYYYIIIINNNNG THE GGGGAAAAAAAMMMMMMMMMMMMMMMMMMMMMEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
63
Actions have the foIIowing components:
Name: This is what the action you are taking is called.
Tier: Actions are broken up into tiers that defne how powerful the action is. Tier Two
actions are more powerful than Tier One actions. In addition to identifying the strength
of the action, the tier of the action is used to determine whether that action can be used
in defense of an attack. An attack cannot be prevented by an action of a lower tier. Thus,
a Tier One block cannot be used to defend against a Tier Two attack.
Type: Actions fall into a number of categories that are used to determine how they
are resolved. Every action will have one of the following types: block, dodge, melee
attack, psychic attack, ranged attack, recover, redirect, soak, support, transfer. These are
described in greater detail in the Combat section.
Cost: To take an action, players must spend esper. The initial cost of an action can come
from one or more esper types. Any excess esper spent for the initial cost of an action is
lost and does not carry over to any presses the model might use.
Area of Efect (AoE): Some actions create persistent efects that remain in play
throughout the game. When an action creates an area of efect, it is placed on the
battlefeld and remains-in-play until removed or the game ends. When an AoE action is
taken, the acting model places an efect marker anywhere within the models LoS. Not all
actions create persistent efects. A model can only be afected by any given efect once
per activation, though multiple efects of the same type stack.
NOH BERSERKER
NOHEMPIRE MINION
3
2
Noh
Unstoppable: After this model is subject to forced movement, move this model 2.
1. Select Action
2. Pay Esper Cost
3. Take Action
Action 0iagram
1
2
3
Acti t on onss ha have ve tthe he ffoI oIIo Iowi wing ng ccom ompo pone nent nts: s
Nam amme: eee Thi Thi Thi Thi Th ii s is w s w s w s w s what hat at aat th th th t e aaacti ct t on on you you ar are ttaki aking g is is cal alled led.
Tie Tier: r: Act Act ction io s a s are r bro broken ken up u in into t tie tiers r tha that ddefn ef e h e how ow pow powerf erful l the th ac actio ti n i n is. s Tie Tier Two
act action ions a are re mor more p e powe ow rfu rful t l han han Ti ier er One One ac a tio tions. n In In d addit dition n to to id dent en ify fying in th the s e tre trength
of the the ac ctio tion, , the the ti tier er of f the the ac actio tion i n is u s sed sed tto de deterrmin mi e w e whet hether he th that a act action ion ca ca b n be u e used
in def defens nse o e f a f an a n tta ttack. ck. An An at ttac tack ccann an ot ot be b pre preven ented ted by by an n ac actio on o n f a f a lo lower wer tier. er. Th T us,
a TTier ier On ne b e bloc ock c k ann annot t be be use sed t d o d o defe efend nd aga agains inst a t a Tier er Two Two at a tac ack. k.
Typpe: e Ac Actio ti ns ns fal f l i l into nto aa num mber ber of of ca ateg te ori ories e tha that a are re use sed t d o d o dete termi rm ne ne ow how th they
are re esol olved ve . E . Ever very a y acti tion on wil wi l h l ave ave on ne o e f t f the h fol follow lowing in ty types pes: b : bloc ock, k, dod odge, ge, me m lee
attack ck, ppsyc sychic hic at a tac ack, k ran ranged ged at a tac ack, k, rec ecove over, r, red redire irect, ct, so soak, ak, su suppo port, rt tr trans an fer fer. T . Thes hese a e are r
descri r bed ed in i gr great eater er det detail ail in n th the CComb ombat at sec sectio tion. .
Cost: : To o tak ta e a e an a n cti ction, on, pl playe ayers rs mus ust s t pen pend eespe sper. r. The The in initi it al al cos co t o t of a f n a n acti c on on can nn co c me me
from o m ne ne or o mor mo e eespe sper t r type ypes. s Any Any ex e ces cess e s espe sper sspen pe t f t for o the the initi itial al cos os ost o t t f a f a f a f an a n a nnn ct cti cti cct on o is is
lost a t and d doe do s n s not o car carry ove over tto a o any ny pre presse sses t s the he mod odel e mig might t use us s .
Areea o a f E f Efec ect ( t (AoE AoE): : So Some me act ction io s c s crea reate te e per per ersis si ss ten ten en en ent e t e t e t e t efec fe fe fe ts sss tha tha tha tha h t r t r t r t r t rema ma ma ma main in in ii in in in inn pla lay y
thr roug oughou hout t the he gam game. Whe When a n an a acti ct on on on cre cre cre eate ate ate ate es aaaaan a n nnn rea rea rea rea rea of of of ff ef ef ef ef efect ect ect ect ect, i , , , t i iiis p s s s lac lac ac aced eeee on on on on on the he
bat ttle tlefel eld a d nd nd rem remain ai s-i s-in-p n-play lay lay un nntil til til re emo mo mov mo mo ed ed ed ed e or oooo the the the the the ga ga ga ga g me mmmm end end end end ends. Whe Whe Wh Wh W n a n a n a n a n n A n A AAAoE oE oE oE E act act act action ion io io o is is
tak ken, en th he a e acti ting ng mod modelll pla pla places es es es an aaaa ef ef ef ef efect ect ect ect ect ma mmmm rke rke ke ke ker a r rr nyw nyw nyw nyw nywher er eer ere w e w e w e w e ith ith ith ith i iiin the the the the the mo mo mo model ddd s s s s s LoS LoS Lo LoS Lo . N . N . N . N . Not ooo all all
act tion ions c crea re te te e per per p sis sis sis sten ten ten tennt e t e t e t e t efec ec ec ee ts. ts ts ts ts A A A A A mod mod mod mod model el el el l can an an n an on ooo ly ly ly ly ly be bbb afe afe afe afe afecte te te ted b d b d b d d y a y a y a y a y ny ny ny nny giv giv giv giv given n n nn efe efe efe efe efect ct ct ct ct onc oonc o ee
per er ac ac ctiv vvati at at on, n, nn th th ttt oug oug oug oug ough m mmmmult uuuu ipl ipl ppple e e e ee fec fec fec fec fects of of of of o the the the e sa sa ssa same me me me typ typ typ type s e s e s e stac tac c tac ck. k. . k. k.
NOH BERSERKER
NOHEMPIRE MINION
BESTIAL STRIKE: Tier One; Melee Attack; : 444444444444444444444444 ; 5 Damage; ;
The Noh Berserker cannot move move before before or af or after th ter this act is a ion is i taken.
This damage e cannot nn c be pr be p e pr p evente evented. d.
: 33 ; Incr Incr rease t ease t e t e he d he da he dam hee dam dd age de age dealt by alt by y 3. 3
Noh
Unstoppable: After this model is subject to forced movement, move this model 2.
1. Select Action
2. Pay Esper Cost
3. Take Action
Action 0iagram
1
22
3
64
AoE Markers: AoE markers indicate that
a particular condition is in place upon the
battlefeld. When an action is taken that
creates an AoE marker, a marker is placed
on the battlefeld representing this efect.
The efect covers the entire area within 3
of the edge of the marker, including the
marker itself. AoE markers remain-in-play
until the game ends. Markers are 30mm
in diameter and have a Size attribute of 0.
Markers in no way inhibit movement, line
of sight or other in-game efects and rule,
unless the text of the AoE action specifes
otherwise.
Buf: Bufs are actions that provide
benefcial efects that only afect friendly
models.
Debuf: Debufs are actions that cause
negative efects that only afect enemy
models.
0amage: Attack actions often cause
damage to their targets. If an action deals
damage, the base amount of damage dealt
is listed here.
Presses: Nearly all actions allow a player
to press >>INSERT PRESS ICON<< an action
for greater efect. All presses include a cost and an efect. Actions may include multiple
presses and players have the option of using more than one press per action. You cannot
use the same press more than once in a given action.
After a model has initiated an action, the controlling player has the option to press the
action. The acting model must pay the cost of each press they choose to use, then the
press takes efect. Most presses modify the associated action; this happens immediately
and the fnal, modifed action includes any adjustments the press(es) include.
Sometimes a press will change the type of action it is associated with. When this occurs,
the new action type is used to determine when the action occurs, how the action
resolves and any other efects. The action immediately uses the new action type for all
intents and purposes once the press is paid for. Players can initiate the action using the
new action type when that action type would normally be used.
For example: Kenobo is attacked and his controlling player decides to use Immortals
Roll (a soak) to defend. Kenobos controller initiates a press to change the action type
to a block; this occurs when declaring attack prevention actions (4.3.1.1 on Order of
Operations) rather than damage prevention actions (5.1.1 on Order of Operations) since
this action is now an attack prevention.
AoE Markers: AoE markers indicate th hat a
a particu c lar lar co condi nditio tion i n is i s in p n plac ace e upon pon th hee
battle lefel fe d. d. Whe When a n an a n acti tion on is s tak taken en tha thatt
create ates a s an A n AoE oE mar marker ker, a , a ma marke rker i r is p s p s lac lac aced ed ed
on n the he ba battl ttlefe efeld ld rep repre resent ent ting ing ing th th this ss efe ef ef ff ct. ct. ct. t ct.
The Th ef efect ect co cover ers s the he h ent ent entire ire ire e ar rrrea ea ea ea ea wit wit wit wit w hin hi hi hi 3 33 3 3
of of the he ed edge ge of of f the the th ma ma ma maarke rke ke ke ker, r, r, , inc inc nnnclud lud lu lu lu ing ing ing ing in th th hhheeee
mar marker ker r it itsel sel self. f. ff AoE AoE AoE AoE AoE ma ma ma ma marke rke rrkers rs rs rs rem rem rem remain ain ai ai a -in -in -in -in in-pl -pl -pl -play ay ay ay y
unt until il the the the the he ga ga ga ga g me me me me me end end end nd nds. ssss Ma Ma Ma Ma Marke rke rk rke rkers rs rs rs are are are are 30 30 30 30 0mm mm mm mm mm
in n dia diamet met met met m er er ee and and dd and ha ha hhh ve ve ve ve a S a S a S a Size ize ize ize ize at attttri tri tri tri tribut but but but te o ee o o e of 0 f 0 f 000.
Mar Ma ker ker kersss i ss n n n n nn n n no w o w w o way ay ay ay inh inh inh inhibi ibi ibi ibi ibit m t m tt m t move ove ove vv men men men men m t, t, t, t, lin nnnnee
of of sig sig iggght ht ht ht t or or or or r oth oth oth other er er er e in- in- in- in-gam gam gam gam ame e e e e e e e e efec fec fec fec fects ts ts ts and and nd nd ru ru ru rule, le, le le, l
unl unless ess ess es tth th the t e t e t e t e text ext ext eext of of of of of th th th he A e A e A e AoE oE oE oE act act act act action ion ion ion o sp sp sp sp peci eci eci eci c fes fes es fes e
oth otherw erw erw rw erwise ise ise ise e.
Buf Buf fff::: Buf Buf Buf Bufs a s a s a s a are eee re act act act ac ac ion ion ion ion ions t s t s s that hat hat hat hat pr pr p ovi ovi o de de
ben benefc efc efc efc efcial ial ial i ef ef ef ef fect ect ct ct cts t ss s t s hat hat hat tt on on nnly ly afe afe f ct ct fri friend endly ly
mod mod dels els els elss...
Deb Debuf: uf: f Deb Debufs ufs ar are a e acti ctions ons th that at cau cause se
neg egati ative ve efe efects cts th that at onl only a y afec fect e t enem nemy
mod models els..
0am mage age:: At Attac tack a k acti ctions ons of often ten ca cause use
dam mage age to to th their eir ta targe rg ts. ts. If If an an ac actio tion d n deal eals
damage e, t , the he bas base a e amou mount nt of of dam damage ag de dealt alt
is listed ed he here. e.
Presse ses: s: Ne Nearl arly a y all ll act action ions a s allo llow a w a pl playe ayer
to press ss >>I >>INSE NSERT RT PRE PRESS SS ICO ICON<< N<< an an ac actio tion n
for great eater er efe efect. ct Al All p l pres resses ses in inclu clude de a c a cost ost an and a d an e n efec fect. t. Act Action ions m s may ay inc includ lud ude m e m e mmmult ult uuu ipl iplee
presse ss s a s and nd pla player yers h s have ve th the o e opti ption on of of usi using g mor more t e than han on one p e pres ress p s p s per ee act act act action ion ion on n. Y . Y . Y YYou ou ou u u can ca ca ca not not
use e th the s e same ame pr press ss mo more re tha than o n once nce in in a a giv given en act action ion.
Aft ter er a m mode odel h l has s ini initia tiated ted an an ac actio tion, n the the co co ontr ntr ntroll oll oll ll ling ing ing ing in pl pl pl pl playe aye aye aye ay r h r h r h r h r has as a the the the the op op op op o tio tio o tio tion t n t n t n to p o p o p o pres res res rr s t s t s the he h
act tion ion. T . The he act acting ing mo model del mu must st pay pay ay th th the c e c e e cost ost ost ost t of of of f of ea ea ea ea ach ch ch ch ch pre pre pr pre press ss sss the the the the they c y c y c y c choo hoo hoo hoo hoose se se se to to to to to use use use use use, t , t , tthen hen hen hen th th th t ee
pre ess ss tak takes es efe efect. ct. Mo Most st pre pr p sse sse sses m s m s mmmodi odi od odi odify fy fy fy fy the the the he the as as as as assoc soc soc soc sociat iat iat iated ed ed ed ed act act act ct ac ion ion ion ion; t ; t ; t ; this his his his ha ha hha h ppe ppe ppe ppe p ns ns ns ns imm imm imm immedi edi edi edi ediate te ate ate ately ly
and nd th the f e fnal nal, m , modi odi ifed fed fed ac ac ac actio tio tio tio t n i n i n i n i n ncl ncl ncl l nclude ude ude ude des a aaaany ny ny ny ny adj adj adj adj adjust ust ust ust ustmen men mmen ments ts ts ts ts the the h the the pr pr pr press es es e (es (es (es (es (e ) i ) i ) i ) i ) ncl ncl ncl ncl c ude ude ude ude ude....
Som ometi eti times mes me me e a a a aa pre pre pr pr p ss ss ss ss ss wil wil wil wil wi l c l c l c cchan han han hange ge ge ge ge the the the the he ty ty ty type pe pe pe pe of of of of o act act act act ac ion ion ion ion i it it it it is is is is as as as as assoc soc soc soc sociat iat iat iat i ed ed ed ed wit wit wit withhhh. Whe Whe Whe Whe When t n t n t n t n this his his his oc oc oc oc occur u cur u s, s,
the the ne new a w a w a w a w acti cti cti cti ction onnn on typ typ typ typ type i e i e i e i e is u s u s u s u s used sed sed sed se to to to to de de de deter ter ter ter e min min min mine w e w e w e wwhen hen hen hen e th th th the a e a e a e aacti cti cti ct on on on onn occ occ occ occurs urs urs rs, h , h , hhhow ow w ow w the the the tthe ac ac ac actio io tio tio tion n
res esolv olves es esss and and and and and an an an an any o ooothe the h the ther e r e r e r e r efec fec fec fec fects. ts. ts. ts. Th Th Th The a e a e a e acti ti cti ction on on on on imm imm imm mm mmedi edi edi edi ediate ate at ate a ly ly ly ly y use use use uses t s t s t s t s the he he he he new new new ee ac ac ac ac a tio tio tio tion t n t n t n t n type ype ype pe p fo fo fo for a r aall ll
int ntent ent nt n s aaaand nd nd nd nd pur pur pur pur u pos pos os os oses es es es e onc onc onc onc o e t e t e t e the he he he e pre re re re ress ss ss ss s is is is is pai pai ai pai pa d f d f d f d for. or oor Pl PPl Playe ay ay ay y rs rs rs rrs can can can can can in in in niti iti iti i ate ate ate aate th th th hhe a e a e a e acti cti cti ti ction on on on o usi us usi usi s ng ng ng ng the the
new ew w ac ac ac actio tio tio tio tion t n t n t n t n type ype ype ype ype wh wh wh when eee tha tha tha tha that a a t a aacti cti cti cti c on nnn typ typ ty yy e w e w e w e woul ou oul oul ou d n d n d nnorm orm orm orm or all all all lly b y b y b y b y be uuuused sed sed sed.
For For r ex ex ee amp amp amp amp am le: le le: le: le Ke Ke Ke Ke K nob nob nob nob bo i o i o i o iis a s a s a s atta ta ta ta acke cke cke kk d a d a d a d a d nd nd nd d his his his ii co co co cc ntr ntr ntr ntr n oll oll oll oll o ing ing ing ing ing pl pl pl playe aye aye aye er d r d r d r d r deci eci eci eci ecides des des des d to to to to us sse I e Immo mmorta als
Rol Roll ( l ( l (( l (a s a s a s ssoak oak oak oak o ) t ) t ) t ) to d o d o d o d o efe efe efe efe fend. nd. nd. nd. nd Ke Ke Ke Kenob nob nob nob obos os os os co co co o contr ntr ntr tr t oll oll oll oll o er r r r r ini ini ini initia tia tia tiates tes tes tes tes aaaaa pre pr pr pr pr ss ss ss sss to to to to to cha ccha cha c nge ge th the a e acti ction on type
to o a b a b bbloc oc loc loc lo k; k; k; k; k; thi thi thi th s o s o s o s o s occu ccu ccu ccu ccurs s s s whe whe whe whe when d n d n d n decl ecl ecl ecl ec ari ari ari aring ng ng ng att att att attack ack ack ack ck pr pr pr pr preve ev evvv nti nnti nt ntion ooo act action ions ( s (4.3 4.3.1. .1.1 o 1 on O n Orde rder of
Ope erat ration ion ion ) s) s) rat rat rrat rather her her her her th th th th t an n n nn dam dam dam dam damage ag aggg pr ppr pp eve eve eve eventi nti ion on act action ions ( s (5.1 5.1.1 .1 on on Ord Order er of of Ope Operat r ion io s) since
this acti ction on is is now now an an atttac tack p k prev re ent ention ion..
65
Follow-Up Movement
After a models initial move, it is allowed to take an action; once this action is taken a
model may make a follow-up move. A model may move up to a number of inches equal
to the second value of its Speed skill after taking its action during its activation. Follow-
up movement is otherwise exactly like a models initial movement and all the rules that
apply to initial movement apply to follow-up movement.
Discard
Once a model has completed its follow-up movement, its activation ends. Its controlling
player now has the option to discard any number of cavurds from their hand and
immediately draw back up to fve cards.
Refocus
Sometimes, when a model is activated, theres not a lot for it to do due to the ever-
changing conditions of the battlefeld. When a model is activated, the controlling
player has the option to refocus. Refocusing allows a player to dump a bad hand, gain
additional resources and make use of an otherwise uneventful activation.
To refocus, the active model cannot take any movement or actions and the controlling
player draws fve cards from the Esper Deck and then discards any excess cards in their
hand back to fve cards. After discarding, the active model gains one Held Esper. The
models activation then ends and the controlling player adjusts their ready queue normally.
Experienced gamers may notice that there are no traditional rounds in Relic
Knights. While the roundless game play of Relic Knights is quite diferent
than rules found in other games, it is smooth and easy to learn.
Folllow ow-U -Upp Mo Move veme ment nt
Aftter er a m mmmmode ode ode ode odels l s l s iin initi iti ii al al a mov mov mov move,, it it is i all allowe owed t d o t o take ake an an ac ctio tion; ; onc on e t e this his ac actio on is taken a
mod odel eee may may may may may ma ma ma ma make kkkk a f a f a f aa foll oo ow- ow- ow-up p mov move. e. A m A mode odel m l may y mov move u e up t to a o a nu numbe mber o r of iinch nc ess equal
to t the the seeeeecon co co co o d v d v ddd valu alu alue o e of iits ts Spe Speed ed ski skill ll aft fter er tak aking in it its a s cti ction o dur during ing it its a acti ctivat ation ion. FFoll o ow-
up up mov mov o movem eement nt is is oth otherw erwise ise ex exact ac ly y lik like aa mo model dels ini initia tial m l move vemen ment a t and d all al th the r e ule ules that
app apply ly to o ini in tia al m l move ovemen ment a t ppl pply t y o f o foll o ow- ow-up p mov moveme em nt. nt.
Di Disc scar ardd
Onc nce a e mo model del ha has ccomp omplet leted d its its foollo llow-u -up m p move ov men ment, its its activ tivati ation on end nds. s Its ts co c ntr ntroll o ing
pla ayer ye no now h w has as the he op ptio tion t to d o disc iscard ard an a y n y numb umber e of of cav vurd ur s f s from rom th their eir ha hand nd and
imm medi e ate ately dra draw b w back ack up up to o fv fve ccard ar s. s.
Refo focu cus
Someti e mes mes, wwhen hen a a mod odel e is is act activa ivated ted, t , ther eres es no not a t lo lot f t for or it i to to do do due du to to th he e e ever er-
changi g ng ng con condit d ion ons o s of t f the e bat ba tle tlefel feld. d. Whe When a n a mo model del is s ac a tiv ivate at d, d, the the co contr ntroll o ing ng
player er ha has t s he he opt option ion too re refoc ocus. u Re Refoc focusi using g all al ows ws a pla player yer to to du dump mp a b a bad d han han hand, d, d gai gainn
add diti itiona nal r l eso sourc urces es and and ma m ke ke use use of of an an ot o her herwis wise u e unev event entful ful ac ctiv tivati ation on. on
To ref refocu cus, s, the he aactiv tive m e mode od l c l cann annot ot tak ake a e ny ny mov moveme eme ment nt nt or r r act ac ac ac c ion on on on ons a s s ss nd nd nd nd nd the the eee co co co cc ntr ntr ntr ntr ntroll oooo ing ng
pla ayer yer dr draws aw fv fve c e card ards f from ro th the E e Espe sper D Deck eck an an nd ttthen he he e di di dddisca ssss rds rds rds d rds annnny e y e y e y y xce ce cccess ssss car car ca car cards dddd in in in in n the tthe t ir ir
han nd b d ack ack to o fv fve ccard ards. s. Aft After er dis discar cardin in ng, g, g, the he he he ac ctiv tiv tiv tiv tive m e m e m e m e mode ode ode ode o l g l g l g l g l gain ain nnns o s o s o s o s one e ee e Hel Hel Hel Hel H d E d E d E d Espe pe pe pe per. r. rr. r The he
mod o el e s aacti ct vat a ion io tthen e end ends aand dthe he co cc ntr ntr nntroll oo ing ing ingplaye aye aye aye ayer a aadju dju djusts ts ts ts ts th th hheir ir ir r re re eeady dy dy dy qu qqq eue eue eue eue no ooorma rm m lly lly.
Experienced gamers may notice that there are no traditional rounds in Relic
Knights. While the roundless game play of Relic Knights is quite diferent
than rules found in other games, it is smooth and easy to learn.
mod odel e s aacti ct vat ation io th then e end ends aand nd ndthe he he ccco c ntr ntr ntr ntr ntroooll oo ing ing ing ng ingpl p aye aye aye aye ayer a aaadju dju dju dju usts ts s ts ts th th th heir ir rrr re re re e ready ady dy dy dy qu qu qq eue eue eue eue no ooorma rm rm rm m ll ll
66
Line of Sight
Line of sight (LoS) is used to defne the relationship between two objects and anything
between them. LoS is used for many things, but mostly it is for determining if one
object can see another and for determining what objects (if any) are between them.
LoS is always determined from one model to an object. Just because one model can see
another does not mean the reverse is true.
Models wishing to perform a psychic or ranged attack action must frst determine if their
target is in line of sight. To do this, check the sight window for any objects between the
attacker and the intended target.
7he Window: The Line of Sight Window (or just Window for short) is the area between
an active model and the object it is checking LoS with (referred to as the target). The
Window is used to defne what objects are between the active model and the target. To
determine The Window, look down from above the table and imagine a line connecting
the left side of the active models base to the left side of the targets base, and then
the same for the right side. The area between those two lines is called the Line of Sight
Window. There are a number of things that this window is used for.
Between: Any object that is in the window between the active model and the target
is referred to as being between the two. Many rules will come into play when a model
is between two models. For example a object with the cover rule that is between the
attacking model and the target, potentially grants a bonus to the target.
How can l teII what l can see1
To determine if a model can see an object, attempt to draw an unblocked line from the active
model to the object its checking on. Then we use the window to determine if there are any other
objects that might modify the action or afect its intended target (such as providing cover).
What can bIock LoS1
All objects in the window must be defned as either the target, blocking, or non blocking.
The target has been defned above. Blocking objects are terrain or other models of equal or
Red is checking to see if it can see 0reen.
YeIIow is cIearIy not between them. 7he
Iack waII is between Red and 0reen.
7he PurpIe object is as weII.
AIso as shown by the Iack Iine,
Red can see 0reen.
7he Iack Iine shows that Red
can see Green.
COMBAT
Li Line ne oof f f Si Si Sigh gh gh ghttttt
Lin ne o e f s f ssigh ig ig gg t ( t ( t (LoS LoS LoS LoS LoS) i )) i ) i ) s u s s s s sed sed sed sed se tooooo de de de e defne ne ne ne ne th th tt e r e r e r e rela ela ela elatio tio tio tionsh nsh nsh nship ip p ip bet bet be et e wee wee wee weeen t n t n t two wo wo wo obj obj j obj object ect ect ect ects aaaaand nd nd nd nd any any any any nythi thi tt ng ng
bet etwee weeeeen t n t n t n t n them em em em em. L L . L LLoS oS oS oS oS is use us us us us d f d f d f d f for oooo ma ma ma many t y t y t y t y hin hin hin hin h gs, gs, gs, gs, gs bu bu bu buut m t m t m tt most ost ost ost ostly y it it it it t iiis for for for for fo de de de de eter te e te min min min min mining ing ing ing if if if f if on one e
obj bject ec ca ca ca ca can s n s n s n see ee ee ee e ano no no nnothe the the ther a r a r a r aand nd dd for fo fo fo de de de deter ter ter ter t min min min mining ng ng ng wh wh wh what at at at obj bj bbject ec ec ee s ( s ( s ( s ( s (if if if if if any any ny ny any) a ) a )) a ) re re re re re bet bet betttwee wee www n t n t n them hem.
LoS oS is is is al al al llway wa wa wa wa s d s d s d s ddete ete ete etermi rm rm rm ned ed ned ned e from om om om mone ne ne ne ne mo mo moodel de de de e toooo an an aa ob ob ob o jec jec je je j tt. t. t. t Jus Jus Ju Ju t b t b t b t b t eca eca eca eecause us us ss on on on o e m e m e mode od l c l can a see see
ano nothe the the tt r d r d r d r ddoes oes oes oess no nnnn t m mmmmean ean ean ean ean th th th th the rrrrreve ev ev ev ev rse rse se se se is iii tr tr tr tr t ue. ue ue ue u
Mod Mod dddels els l elss wi wi wi wi wi hi shi shi iing ng ng ng ng toooo per pe pe pe for for for for form a m a m a m aa ps ps ps ps psych ch ch ch chic ic ic c ic or or rr r ran ra ra ra ra ged ged ged ged ged at tttac tac tack aacti ct on n mus must f t frst t de deter ermin mine i e if t f hei h r
tar rget ge gee is is is is s in in n in n li iine ne ne ne e of of f f sig sig sig sig sight. t. t. t. To To To TTo do do do do d th tttt is, s, ss, s, ch ch ccc eck eck ec eck th the s e s e igh ight w t wind ndow o for for an ny o y obje bjects c be betwe tween e the
att ttack ac ccc er er er r and and and and th th th th the ii e i e inte nte nte nte ntende de de de ded t dddd arg arg arg arg a et. et.
7he he e Wi Wii Windo nd nd nd nd w: w: www: Th TTT e L e L e Liine ine of of Si ight gh Wi Windo ndow ( w or r jus ju t W Wind indow ow for or sh s ort ort) i ) s tthe he are area b a betw etween
an n act ac ive ve ve mo model de an and t d the he obj bject ec it it is is ch check ec ing ing LooS w S ith ith (refe eferre r d t d to a o as t s the e tar ta get get). ) The
Win Window dow is is us sed ed to o def defne ne wha hat o t bje bjects s ar are bbetw et een een th he a e acti tive ve mod model and an th the t e arg arget. To
det eterm ermine ine Thhe W e Wind indow, ow, lo look k dow down f n from omab above ove th he t e abl ble a e nd nd ima imagin gi e a e a li l ne e con connec ne ting
the e le leftt sid side oof t f he he act active ive mo model dels s bas base t e to tthe he lef eft s t ide de off th the t targ arget ts b s ase ase, a , nd nd the h n
the e sa s me me for for th the rrigh ight sside ide. TThe he are area b a betw etween en those ose tw wo l o ine nes i s s c call al ed d the the Li Line n of of Sig Sight
Win ndow dow. T . Ther ere a e re e a n a umb umber r of of thi hings ngs th that a thi this w s wind indow ow is i use used f d for. or.
Betwee en: n: An Any o y bje bject c tha that i is i s in t n the he win window dow be b twe tween n the th ac activ tive m e mode del a l nd nd the e ta targe get
is referr red ed to o as as bei being n bet betwee een t n the he two wo. M . any any ruules le wi will ll com ome i e into nto pl play ay whe when a a mo m del de
is betwee ween t n two wo mod models ls. F . For r exa ex mpl mple aa ob o jec ject w t with ith th he c e ove over r r ule ule th hat at is bet betwee ween t n the he
attacking ng mo model de an and t d he he tar target get, ppote otenti ntiall al y g gran ra ts ts a b a onu onus t to t o the e tar ta get get..
How ca can n ll te teII II wwha hat t ll ca can se see1 e1
To det de erm rmine ine if if aa mod model can can se ee a e an oobje bj ct, ct, at a tem empt p to to dra draw a w an uunbl nb ock ock ocked ee lin lin li line f e f eee rom rom rom rom romthhhhhe a e a e a e acti tive ve
mod del e to to the th ob objec ject i t its ts che hecki ck ng ng on. o Th Then e we we use seth the wwind in ow ow to tt det det detterm erm erm ermmine in in n in if ffff th th th th thereeeeear ar ar ar are a e a e any ny ny ny ny oth other er
object ec s tthat hat mi might ght mo modif dify t y the h act action ionor or af fect ect its i s inte nt nde nde nded t d t ttarg arg arg arg get (su (su su (su such chaas as as a pro pro pro pro provid vid vid vid v ing ing ng ng ngco co co ccover ver ver er e ). ). ). ).
Wh What at ccan an bbIo Iock ck LLoS oS11
All l ob objec jects ts in n the th wi windo ndo ow w m w ust ust ust t be ee de de de de d fne ne ne ne ned a d a d a d a d s e s e s e s e s eith ith ith hher er er er the the eee ta ta ta targe rge rge rge rg t, t, t, t, blo lo oocki ck ck ckk ng, ng, ng, ng, oooor no no no non b n b n b n b n bloc loc loc loc lockin nnnng. g.
The he ta targe rget h t as as bee beeen d n d n ddefn fn fn fned eeee abo abo abo abo above. e. e. ee Bl Bl Bl BB ock ck ck ccking ing in in in ob ob ob ob objec jec jjec jects ts ts ts are are are are te te te terrra rra r in in in in or ooo oth oth oth oth o er e mo mod mo mo mo els els els els ooof o eq eeq eq e ual ual uual u or or
Red is checking to see if it can see 0reen.
YeIIow is cIearIy not between them. 7he
Iack waII is between Red and 0reen.
7he PurpIe object is as weII.
AIso as shown by the Iack Iine,
Red can see 0reen.
7he Iack Iine shows that Red
can see Green.
CCCCCCOMBATTTTT
67
greater size than the target that fully cross the window to the target. Non-blocking objects are
all objects in the window that are less than the size of the target object, or do not fully cross the
window to the target. Some objects, such as terrain or efects, cover an area and block line of
sight; models cannot trace LoS through these areas, nor trace LoS within these areas.
Combat Actions
Actions intended to attack or defend a model are combat actions and function a little
diferently than other actions. Combat actions are divided into two basic categories:
attacks and defenses. Defenses can be further separated into attack prevention and
damage prevention.
There is a set order of operations when making an attack action.
0etermine a target: When a model wants to initiate an attack action it must have a
legal target. A legal target is any model in range and LoS (see Line of Sight section).
In some cases an attack action allows additional free movement before the attack. When
it does, the target must remain legal after the movement takes place for the action to
be allowed. If for some reason the target would not remain legal after the movement
the action cannot be used, the model must use a diferent action or choose a diferent
target instead.
Most actions, including ranged attacks and the creation of efects, do not have a minimum or
maximum range and can be used on any target within a models line of sight.
Pay for the attack action: Once you have a target, an attack action can be initiated the
same way all other actions are. The acting model pays the cost of the action from the
esper cards in their hand and/or with any Held Esper.
Draw additional cards: Once the cost of the action has been paid, both the acting
model and the target draw additional cards. The attacking model draws a number of
cards equal to its associated attack skill.
For example: A model is making a ranged attack and has a Ranged Attack skill of 3, the
controlling player draws three additional cards. The defending model draws a number of
cards equal to its ranged defense skill. If a model does not have a value for a specifc type of
attack or defense, listed as a -, it cannot make attacks or defend against attacks of that type.
Attacker declares presses: After both players draw additional cards, any pre-action
efects are resolved before presses are announced and applied. The attacker now has the
option to press the attack using the rules detailed earlier.
Attack prevention: Once the attacker has finalized the details associated with the
attack, the defender can announce an attack prevention action, like a block. If the
defender uses an attack prevention action, they pay the initial cost of the defense,
announce any presses associated with the action, and then pays for the press(es). If
the attack prevention action is successful, the attack is negated and is considered to
have missed. A defender can only use a single attack prevention action for each attack
they suffer.
greater s size ize th than an the the ta arge rget t that hat fu fully lly crross oss th he w e wind ndow owto to the the targe g t. Non-blocking objects are
all ob objec jects ts in in ii the the hhhe wi wi windo ndo ndow t w t w hat hat ar are l e less ess th han an the he si size e of of the the ta targe rget o t obje bject, ct, or or do dono not f t fully cross the
win window dow ow ow owto to to th th th th the t e t e t e arg arg arg arg arget. et. ee So So So So Some me me obj obj b ect ects, s, suc such a h as t s terr errain ain or or ef efect ects, s, cov cover er an an are area a a and nd blo lock k line of
sig sight; ht; mo mo mo mo odel del de del e s c s c s ccann ann n annot ot o tra trace ce LoS LoS th throu rough gh the these se are areas, as, no nor t r trac race L e LoS oS wit within hin th these ese ar areas eas.
Co Comb mbat at AAct ctioons ns
Act Action ons i s nte ntende nded t d to a atta ttack ck oor def defend end aa mod modell are are co comba mbat a t acti tions on an and f d func unctio ion a n little
dif difere erentl ntly t y than han ot other her ac actio tions. ns. Co Comba mbat a t acti ctions ons ar a e d e divi iv ded ded in nto to two wo baasic sic ca categ tegori o es:
att ttack acks a s and nd def defens enses. es. De Defen fenses ses ca can b n be f e furt urther her se separ parate ated i d into nto at attac tack p k prev revent ention ion and
dam mage age pr preve eventi ntion. on.
There e is is a sset et ord rder er of of ope operat ration ions w s when hen ma makin ki g a g an a n atta ttack ck act action on.
0eterm ermine ine a a tar target get: Whe When a n mo model el wa wants nts to o in initi iate ate an an at a tac ack a k acti ction on it it mus must h t have ave a
legal tar target get. A . A le legal gal ta targe get i t is a s any ny mod model el in in ran range ge and and Lo LoS ( S (see see Li Line ne of of Sig Sight ht sec sectio tion). n).
In som me c e ase ases a s an a n atta ttack ck act action ion al allow lows a s addi dditio tional nal fr free ee mov moveme ement nt bef before ore th th he a e aatta tta a tack. ck. ckkk Wh Wheen
it doe does, the the ta targe rget m t must ust re remai main l n lega egal a l afte fter t r the he mov moveme ement nt tak takes es pla pla place ce ce e for for oor o th th th th the a e a e a e a e cti cti ct c on on to to
be all allowe owed. d. If If for for so some me rea reason son th the t e targ arget et wou would ld not not re re emai mai main l n l n l lega ega ega egaal a l a l a l aafte fte fte fte fter t r t r t r t the he he he he mov mov mov mov mo eme eme em em nt nt
the e ac actio tion c n cann annot ot be be use used, d, the the mo model del mu must st use use a a a dif dif difere ere ere ere erent nt nt nt nt act act act act action ion ion ion ion or or ooo ch ch ccchoos oos oos oos oose a e a e a e a e a di di di di d fer fer fer fe ent ent
tar rget get in inste stead. ad.
Mos Most a t acti ctions ons, i , incl ncludi uding ngran ran anged ged gedat at at attac tac tac tac cks ks ks ks ks and and and and andth th th tt e c e c e c e ccrea rea rea rea eatio tio tio tio on o n o n o n o nof e f e f e f e f efec fec fec fec fects, ts, ts, ts, do do do do dono no no no ot h t h t h t have ave ave ave aaaa min min min min inimu imu imu imu mumm o m orr
max maximu imum r m rang ange a e and nd nd can can can nn be be bee be uus us used ed ed ed ed on on on on on any any any any any ta ta ta t rge rge rge rge rget w t w t w w t with ith ith ithin in in in a m a m a m a m mode ode ode ode odels l s l s l li li li line ne ne ne of of of of sig sig sig sig ght. ht. ht. ht. ht
Pay Pay fo foor t r t r t tthe he he he he att att att att attack ack ack ack ack ac ac ac ac actio tio tio tio tion: n: n: n: Onc Onc Onc Onc nce y e y e e e ou ou ou ou hav hav hav hav ave a e a e a e ta ta ta targe rge rge rget, t, t, t, an an an an att att att att a ack ack ack ack ack ac ac ac ac ctio tio tio tio on c n c n c n can an an an be be be be ini ini ini ini itia ttia tia tiated ted ted ted ed th th tt ee
sam same w e w e w e w e way ay ay ay ay all all all all all ot ot ot ot other her her her er ac ac ac aa tio tio ti tio tions ns ns n are are are are. T . T . TThe he he he act act act acting ing ing ing mo mo mo mo model del del del de pa pa pa pa p ys ys ys ys the the the the the co co co co c st st st st of of of of of the the the the the ac ac aa tio tio tio tio i n f n f n f n f n from rom rom rom m th th t e e
esp esper er rr car ar ar a ds ds ds ds d in in n in n the the he the their ir ir ir han han han ha hand a d a d a d a d and/ nd/ nd/ d/ d/or or or o wit wit wwit with a h a h a h a any ny ny ny ny Hel Hel el Hel e d E d E d E d Espe spe spe per. rrr
Dra Draaw a w a w a w a w addi ddi ddi ddi d tio tio tio tio t nal nal nal nal ca ca ca caards rds rds rds::: Onc Onc Onc On Once t e t e t e t e he he he he h cos cos cos cos st o t o t oof t f t f t f the he e he he act act act ac ion ion ion ion ion ha ha a ha as b s b s b s b s been een een eenn pa pa pa paid, id, id, id, d bo bo bo bo both th th th h the the the the the ac ac aa tin tingg
mod mod od del el el el and and and and a th th th th he t e t e t e t e targ arg rg arg a et et et et t dra dra dra dra dr w a w a w a w addi ddi ddi dd tio tio tio ti t nal nal nal nal nal ca ca caards rds rds ds s. T . T . TTThe he he e e att att att att ttack ack ack ack cking ing ing ing ing mo mo mm del del del del del dr dr dr drraws aws aw aw aw aaaaa num num num number ber of o
car car rds ds ds ds ds equ equ qu qu qual al al al a to to to to its its its its as as as assoc soc so sociat iat iat iat ted ed ed e att att att tt attack ack ack ack sk sk sk skill ill ill ll. . ..
For For or orr ex ex ex examp amp amp amp ample: le le: le: le A m A m A m A m A mode ode ode de d l i l i l i l iis m s m s mmaki aki aki aking ng ng ng n a r a r a r a r a ang ang ang ang ged ed ed ed d att att att att attack ack ack ack ack an an an an and h d h dd h has as a R a Rang anged ed Att Attack ack sk skill ill of of 3, 3, the
con connnntro tro tro ro olli li llii lling ng ng ng pla la pla player yer ye ye y dr dr dr dd aws aws aws s aws th th thhhree ee ee ree ad ad ad ad a dit dit dit dit di ion ion ion ional al al al al car car ccar c dds. ds. dds. Th Th Th he d e defe efendi nding ng mod model el dra draws w a n a numb umber of
car carrrds ds ds ds ds equ equ equ equal al al all to to to o its its its its t ra aa ra ange nge ng ng g d d d d d d d d d defe efe efe efense nse nse nse ns sk sk sk skkill ill ill illl. I . I . I . I If a f a ff a f a mo mm del del do does es not not ha have ve a v a alu alue f e for or a s a pec pecifc ifc ty type of
att attttack ack ack ack a or or or orr de de de de defen fen en fen f se, se se se li li li liste ste ste ste ted a d a d a d a d as a s a s aa s a - - , , , , it it it can can ccannot not ma make ke att attack acks o s or d r defe efend nd aga agains inst a t atta ttacks cks of of th that at type.
Att Attttack ack ack ack acker er er er e dec dec dec dec declar lar lares es pre presse sses: s: Aft After er bot both p h play layers er dr draw aw add additi itiona onal c l card ards, s, any any pr p e-a e-acti ct on
efe efects cts tt ar ar a e r e reso esolve lved b d befo efore re pre presse ss s a s are re ann announ unced ced an and a d appl pplied ied. T . The he att attack acker r now nowha has t s he
opt option ion to to pr p ess ess th the a e atta ttack ck usi using ng the the ru r les les de detai tailed led ea earli rlier. er.
Att Attack ack pr preve eventi ntion: on: On Once c the the at attac tacker ker ha has f s fina inaliz lized ed the the de detai tails ls ass associ ociate ated w d with ith th the
attack ack, t the he def defend ender er can can an nnou no nce nce an an at a tac tack p k prev revent ention ion ac actio tion, n, lik like a e bl block ock. I . If t f thhe
defend nder er use uses a s an a atta tt ck ck pre preven ve tio tion a n acti ction, n, th they ey pay pay th the i e init nitial ial co c st st of of the the de defen fense, se
announ ounce ce any ny pr p ess esses e ass associ ociate ated w d with ith th the a e acti ction, on, an nd t d then hen pa ays ys for for th the p e ppres res ress(e s(e s( s). s). If If
the at ttac tack p k prev revent ention ion ac actio tion i n is s s ucc uccess ssful ful, t , the he att attack ack is is ne negat gated ed and and d is is is cooooonsi nsi si nsi ns der de de der de ed ed to to
have miss issed. ed. A A def defend ender er can can on only ly use us aa sin single gle at attac tack p k prev revent ent tion ion ion ac ac ac ac ctio o tio oon f n f n f for r rrr eac ea eaa ea h a hh a h tta ttack c
they suffer. r
68
0amage prevention: If the attack was not prevented, the target has been hit and
the attack is resolved. The defender now has the opportunity to prevent some or all
of the damage inflicted by the attack. After the attack hits, the defender announces
a damage prevention action, like a recover. They pay the initial cost of the defense,
announce any presses associated with the action, and then pays for the press(es). If
the damage prevention action is successful, resolve its effect in accordance to the type
of action used. A defender can only use a single damage prevention action for each
attack they suffer.
AppIy damage: After any damage prevention actions have been applied, damage is
inficted. The defending models Health is reduced by the number of damage dealt. If this
reduces a models Health to zero, the model is removed from play as a casualty.
t
Record the damage taken on the models tracker card by marking one damage hex for
each point of damage taken by the model. Once damage has been dealt, any after-attack
efects are resolved and the action ends. As with all actions, players draw or discard their
hand back to fve cards after the action has been resolved.
What do you mean my guns dont
have a range? Projectile weapons
in the Relic Knights universe have
great range and accuracy. They are
not confned by the close-quarters
battles you will be fghting.
0amage prevention: If the attack was was no not p t rev revent ented, ed th t e t e targ arget et has as be been e hit and
the attac a k i k is r s eso esolve lved. d The The de defen fender er nnow h w has s the th op oppor portun tunity ity to to pr preve event nt t som som s e o e or a r all
of the he da damag mage i e infl nflict icted ed by by the the at attac tack. k. Aft After er the the the at at t a tac tac taac a k h k hh k hhits its it iit , t , t , t t , the he hhhe def def def def defend end end end nder er er er e ann ann ann ann announ oun u ces ces
a dama amage ge pre preven ventio tion a n acti ction, on, li like ke a r a r a eco eco ecove ver ver e . T . TTT . They hey hey hey hey pa aa pa pay t y t y t y t y the he he he he ini ini ini ni n tia tia tia ia ial c l c l c l c l cost ost os ost o of of of of f th th th th t e d e d e d e d e efe efe efe efe ef nse nse,,
ann n oun ounce e any any pr press esses es ass ssoci oc oc ate ate ated w d w d with ith it t th th th th the a eee a e acti cti cti cti c on, on, on, on, on, an an aand t d t d t d t d then hen hen hen h pa pa pa pays ys ys ys s for fo fo fo th th th th he p e p e p e pres res res sss(e s(e s(e (e s( s). s). If f
the he da damag mage p e prev revent ent tion ion on ac ac actio tio ti ion i n i nn i n is s s s s ss ucc ucc ucc ccess ess ess ess e fu ful ful ful ful, r , r , reso eso eso eso olve ve eee it it it its e s e s e s effe ffe ffe ffect ct in in in in acc acc acc accord ord or or anc anc anc anc ce t e t e t e to t o t o t o t the he he he he typ typ ty tt e e
of of act ction io us used. ed. ed. AAA def def ef efend end end end ender er eer e can can can ca on on oo ly ly ly ly use use use usee aaaa sin sin nngle gle gle gle gl da da da damag mag mag mag mage p e p e p e p e prev rev rev revent ent nt ent tion ion io io ac ac ac ac actio tio tio tio tion f n f n f n for or or or ea eac eac ee hh
att ttack ack th th t ey ey ey suf suf suf suf suffer fer fer fer fer...
App AppIy Iy dam dam dam dam damage age age age ag ::: Aft Aft Aft Aft After er er er any any ny any da da da damag mag mag mag ma e p e p e p e p e prrev rev rev revent ent ent ent en ion ion ion on ion ac ac ac actio tio tio tio ions ns ns ns hav hav hav have b e b e b e b e been een een een een ap ap ap ap ppli pli pli pli p ed, ed, ed ed,, da da da da damag mag ma e i e is
inf nfict ct cted. ed ed ed d Th Th Th Th The d e e e efe efe efe efendi ndi ndi nding g ng g g mod mod mod mo model l ls H s H s H s H Heal al al a th th th h t is sss red red red red reduce uce uc c d b d b d b d by t y t y t y the he he he h num nu num num nu ber ber ber ber ber of fff da da da da damag mag mag a e d e d e deal eal e t. If If thi th s
red reduce uce uce uce uces a s a s a s mo mo mo model del el el e s s s s s Hea Hea Hea ea ealth lt lth lt lt to to to to t ze ze ze zz ro, ro, ro, ro r th th th the m e m e m e mode ode de ode d l l l i l is r s r s r s remo emo emo emo m ved ved ved ved fr fr fr fr from om m om ompla pla pla pla play a y a y as a s a s a ca casua sualty lty.
tt
Rec Record ord ord oord th th th th he d e d e dd e dama ama ama amage ge ge ge tak tak tak tak taken en en en on on on on the the the the the mo mo mo mm del del de del dels s s tra tra tr tra tracke cke cke cke cker c r c r card ard ard by by ma marki rking ng one one da damag mage h e hex e for
eac each p h p h p h p poin oin oin oin oint o t o t o t o t of d f d f d f dama ama ama ama mage ge ge ge tak tak tak tak a en en en en by by by by the the the the the mo mo mo mo model del del del del. O . O OOnce nce da damag mage h e has as bee been d n deal ealt, t, any any af after ter-at -attac t k
efe efects cts cts cts c ar ar ar are r e r ee eso eso eso eso solve lve lve lve lved a d a d a d a d and nd nd nd nd the the the th th ac ac ac ac a tio tio tio tio tion e n e n e n nd nds nds. A . As w s with ith al all a l acti ctions on , p , play layers ers dr draw aw or r dis discar ard t d heir
han hand b d b d b d b d back ack ack ack ack to to to too fv fv vvve c ee c e c e ard ard ard dds a s a ss fte fte t fter t r t r he he act action ion ha has b s been een re resol solved ved.
What doo you mean my guns dont
have a range? Projectile weapons
in thee RRelic Knights universe have
great raange and accuracy. They are
not coonnfned by the close-quarters
battlees yyou will be fghting.
69
Combat Action Types
Melee Attack: A melee attack is a close combat attack action that can be
made against a target in contact with the attacker. Some melee attacks grant
movement to either the attacker or defender, allowing the attack to be initiated
before the attacker and defender are in contact. In these cases, the attacker must
be in base contact after any free movement or the action ends immediately.
Psychic Attack: A psychic attack is an attack intended to target the victims
mind, will or psyche. A psychic attack can only be made against a target in
the attackers LoS.
Ranged Attack: A ranged attack can be anything from a rife to an energy blast.
A ranged attack can only be made against a target in the attackers line of sight.
Models in base contact with an enemy cannot make ranged attacks of any kind.
Iock & 0odge: These defenses are attack prevention actions. The attack is
considered to have missed if the defense action is successful.
Recover: This defense is a damage prevention action. After damage is
applied, a recover action heals the target. Unlike a soak, recover actions can
heal more damage than inficted in the attack.
Redirect: This defense is an attack prevention action. Rather than apply the
attack to the intended target, a redirect action directs the attack towards a
diferent target specifed in the action. The new target must be a legal target
for the attacker and for the type of attack. When the attack is redirected,
the defender ends their portion of the action, discarding or drawing back
to fve cards. The attack continues with the same attack action, but the new
target now acts as the defender. The new defender is now able to draw their
appropriate defense skill in additional cards and defend against the attack
normally. You cannot perform a redirect action if there is no legal target.
Soak: This defense is a damage prevention action. A soak reduces the
damage dealt from attack by the amount specifed in the action, to a
minimum of zero.
Transfer: This defense is a damage prevention action. A transfer takes some
of the damage dealt by an attack and transfers it to another target, specifed
in the transfer action. The damage inficted on the original target is reduced
by the amount specifed by the transfer action and is instead applied to
the target of the transfer. The target of the transfer cannot make attack or
damage prevention actions to reduce this damage further. Attributes of the
damage, such as ignores armor carry over when the damage is transferred.
Support: Support actions are actions that do not have a direct combat efect
and may include bonus movement, skill enhancements, AoE efects, etc. Once
the cost of the action has been paid, immediately resolve the efect listed in
the details of the action.
b i Comb mbat at AAct ctio ionn Ty Type pess
Mel Mel Mel Mel Melee ee ee ee ee Att Att Att At Attack ack ack a ::: A A A mel melee e att attack ack is is aa clo close se com combat at at a tac ack a k cti ction on tha that c t an an be b
mad mad mad mad made a e a e gai gainst n a a tar ta get get iin co conta ntact ct wit with t h the he att attack cker. er So Some m mel melee e att attack cks g s ran ant
mov moveme ement nt tto eit either her th the aatta ttacke ker o r or ddefe ef nde nder, all allowi owng ng the the at attac ck t k to b o be i e init tiat ia ed
bef before ore th he a e atta acke cker aand nd def defend ender er are e in in co onta nt ct. t. In In th hese es ca cases se , tthe he att ttack ac er er mus m t
be b in in bas base c e cont ntact ac af after te an any f y ree ee mo m vem vement ent or th the a e cti ction o end ends i imme mmedia dia el tely. y.
Psy Psychi ch c A Atta ttack: ck: A psy psychi hic a c tta tack c is is an a att attack ack in inten tended de to to targe rget the he vic victim tims
min mind, d, wil ill o l or ppsyc syche. he. A A psy psychi chic a c atta ack ck can an on o ly ly be b mad ma e a e agai gainst nst a tar target et in in
the the at attac tacker ke s LoS LoS.
Ran Ranged gedAt Attac tack: k: A rrang an ed ed att a ack ack caan b n be aanyt ny hin hing f g rom om a rif rife t e to a o an e n ener nergy y bla bl st. t.
A r A ang anged d att at ack ck ca c n o n only nly be be ma made de aga agains inst a t a targe rget i t n t n the h att attack acker ers l s ine ne of o si sight gh .
Mod Models el inn ba base e con co tac tact w t with ith an n en enemy my ca anno nnot m make ake ra range nged a d atta tacks ck of of an a y k y kind ind..
Io Iock ck & 0 & 0odg odge: e: Th hese es de defen fenses ses ar re a e atta tack ck pre preven ventio tion a acti ct ons ns ns. T . . he he he he att att att aa ack ack aac ac is
con consid sidere red t d o h o have ave mi m sse sed i d f tthe he def defens ense a e acti tion on is s suc suu ces es essfu sfu ss ll. l. ll.
Rec Recove ov r: r: Thi Th s d s defe efense nse is s a a dam damage age pr pr preve ve venti nnn on on on on on act act act act tion ion on ion. AAAAAfte fte fte fte fter d ddddama ama ama ma mage gge ge ge is
app applie lied, d, a r a reco ecover ve ac actio ti n h n heal eal ls t s t s thhe he tar tar ta ta a get et et et et. U . U Unli nli nli li like ke ke ke ke a s a s a s a ssoak oak oak oak oak, r , r , r r , reco eco eco eco ecove ve ver ve ve ac ccctio tio tio tio i ns ns s s s can can ca ca c
hea heal m l more re da d mag mage t e than han han in in in nfic fic fic c ficted ted ted ted ed in nnnn th th h th he aaaaatta tt tt t tt ck. ck. ck. k.
Red Red dire ire r ct: ct: t: Th TTT is is sss def de ddd ens ens ens ens ense iiis a s a s a s a s an a n a n a atta tta tta tta ack k k k k pre pre pr pr ven ven ven ven entio tio tio tion a n a n a n a n acti ti ti tion. on on on Ra Ra Ra Rathe the the the therr t r r t r than han han hhan ap ap ap ap pply ply ply ly ly th th tt e e
att aa ack ack ack ack ack to oooo th th th th the iiiiinte nte nte nte ntende de de de ded t dddd arg arg arg arg arget, t, , t, , a aaa red red red red r ire ire ire ire rect t t t act act act action on on on di ddd rec rec rec ec e ts ts ttt the the the the at attac tac tac tac t k t k t k ttow ow owa ow rds rds rds rds aaa
dif dif dif dif difere ere ere ere erent tttt tar ta ta ta ta get et et et sp sss eci eci eci ec ecifed fed fed fed d in in in in th hhhhe a e a e aa e cti ti ti tion. on on on Th Th Th Th T e n eeee ew ew eew ew tar ar ar arget ge ge ge e mu mu mu mu m st be be be be b a l a l a llega ega ega egal t ttttarg arg arg rrget et
for fo fo fo f th th th th he a ee atta tta tta tta ttacke cke cke cker a r a r a r and ddd for fo fo fo th th th the t eee ype ype ype ype of ffff at at at at attac tac cck. k. . k. Whe Whe Whe Whe When t nnn he he he he he att att att att tack ack ack ack ac is sss re re ree r dir dir rrrect ect ecc ec ed, d, d, d,
the the the the the de de de de efen en n ender de de de de en en en en ends dddd the the the the t ir por por po poo tio io ooon o n nn n f t f t f t ff the he he he act act act action ion ion ion, d , d , dd , disc isc cccard ard ard ard arding ng ng g n or oooo dr dr dr dd awi awi aaa ng ng ng ng g bac ac ac ack k kk k
to to tt fve fve fve fve fve ca aaards rds rds rds. T TTThe he he he att tt ttt t ack ac ac ac ac co co co conti nti nti ntinue nue nue nue nues w wwwith it it it it th th th t e s e s ee ame ame ame ame am at at at a tac ta ta aa k a k a k a k acti cccc on, on, on, on, on, bu buuuut t t t t t t thhe he he new ne ne nee
tar ta ta t get get get get no oooow a w ww w cts cts ct cts t aaaas th th th th the d e d e d e d e efe efe efe efe efende de de de der. r. r. r. r The he he he e ne ne ne new d w d w d w d w defe fe fe fe fende nde nde nder i r i r i r iis n s n sss ow ow ow ow abl bl bbl b e t e e e e o d o d o d d o draw raw raw raw r th th tt eir r
app app app app approp rop rop o ro ria ria ia iate te te te def def def def fens ens ens ens ense s e s e s e s e skil llll i l i l i l n a n a nn ddi ddi ddi ddi dditio oooonal na na a ca ca ca ca ards rd rd dd an an an an and d d d d d d d d defe efe efe efe efend dddd aga aga ag aagains ins ins ins inst t t t t hhe he he he att attack ack
nor nor nor nor n mal ma ma ma m ly. ly. y. y. y Yo Yo Yo Yo You c u c c cann ann ann ann a ot ot ot ot o per per per er e for fo fo foo m a m a m a ma ma redir dir dir dir irect ect ect ect ect ac ac ac acctio ooon i n i n i n i n f ttther her her he h e iiiiis n s n s nno l llega eg e l t targ arget. et.
Soa Soa Soa Soa ak: k: k: k: k: Thi hi hi h s d s d s s efe efe efe ef ef nse nse nse nse is is s is s a dam dam dam dam d age age age ge age pr pr rrreve eve eve eve eventi ti ti ti tion on oon o act act ac ion ion. A . A so oak ak red educe uc s t s the h
dam dam dam dam damage age age age a de de de dealt alt tt fr fr fr from om om om att att at at t ack ck ck ck ck by by by by th th th th the a e a ee mo mo mou m nt nt spe specif cifed d in in the he ac actio tionn, to to aa
min min min minimu im im im m m o m o m o mo of zzzzzero ero ero ero er .
Tra Tra Tra Tra Transf nsf ns ns ns er: r: r: r: r: Th TTTT is s s def de ens ense i e is a s a da amag mage p e prevvent en ion on actio tion. A t A tran ransfe sfer ttake ak s ssome o
of oooo the the the h da amag mage d e deal alt b t by a y an a n tta tack c and and tr rans ansfer ers i s it t to a o anot other he ta targe rget, t, spe specif cifed
in in the the trans ansferr ac actio on. n. The he da d mag mage i e infi nf cte cted o d on t n the e ori or gin inal a tar arget ge is is rreduc duceed
by by the the am moun ount s t spec pecife if d b d by t y the he tra transf nsfer r act ac ion on an a d i d is i s nst nstead ead ap appli plied ed to o
the the ta targe rget o t of tthe he tra ransf ns er. er. Th T e t e targ ar et et of o the the trans ansfer er ca canno not m t make ake at attac ta k o k or r
dam damage age pr preve eventi nt on n act a ion ions to r o redu educe ce thi his d s ama amage ge fur fu the ther. r Att Attrib r ute utes o of t f thhe
dam damage age, s , such uch as as igno gnores es ar a mor mor c arr arry o y over ver wh when en the the da amag mage i e is t s ran ransfe sferre rred.
Sup Suppor port: t: Su S ppo pport t act action ons a s re e act ac ion ions t s that hat doo no not h t have ave aa dir direct ect co oomba mba mbat e t e t t e t fec fect t
e and and ma m y i y incl nc ude ude bo bonus nus mo movem ement ent, s , skil kill e l enha nhance nc men ments, ts, Ao Ao AoE e E e E efec fec fec fec fects ts, ts, ts, ts, etttc. c. ccc Onc Oncee
the the co cost of of the the ac actio ion h n as as bee been p n paid id, i , imme mmedia iatel te y r y reso es es lve lve ve ve e tth t e e e e e e e e e fec fec fec e t l t l t l t list ist isted ed e in n
the de etai ils ls oof the the ac ctio tion. .
70
ManipuIating sper
Esper is the primal energy that binds everything in the universe. It is everywhere and it
is everything. Some races harness esper through technology, others through meditation
and mysticism, while some tap into it on a purely instinctual level.
There are six types of esper, each is represented by a specifc icon and is aligned a specifc
color as shown on the Esper Wheel.
All models have a single esper type that they align with, this is represented by their
afnity. The esper to either side of a specifc esper type on the wheel is said to be
sympathetic, while the esper type directly opposite of it is said to be in opposition. For
most purposes a model will only be part of a cadre with the same afnity, but specifc
scenarios or objectives may allow alliances with models of difering afnities.
Esper type is used in determining the cost to activate your models actions. Each action
and its presses will have a cost designated by a number in hex that is the color of the
esper type you must spend to initiate that action. Models in Relic Knights use esper to
perform all of their actions, whether they are attack, defense, or support. Actions are
described in greater detail in the Playing the Game section.
The primary method models gain access to esper is by drawing cards from the Esper
Deck. In addition to the Esper Deck models can store Held Esper allowing them to
power up for later devastating attacks. The most powerful esper users can manipulate
esper in many useful ways through the use of Esper Actions.
Manipu p Ia Iating ng sp sper er
Esper e is s the th pr prima imal e l ener nergy gy tha hat b t ind inds e s ever ve yth ything ing in in th the u e u e uuniv iv vers err e. . . . It It t is eve eve eve everyw yw yw y her her her here a e a ee nd d it
is eve veryt ythin hi g. g. Som Some r e race ces h s harn arness ess es esper per th throu ou ough gg tec tec tec techno hno hno no nolog log og o lo y, y, y, yy oth oth oth oth o ers ers ers ers ers th hhhhrou rou ro ro ro gh gh gh ghh med med med med medita ita ita it i tio ion n
and d my mysti sticis cism, m, whi while le som ome ttap ap int nt to i o i o t o oon a n a n a pu pu pppurel re re re r y i y i y i yy nst ns nnn inc inc nc nc nctua tua tua tua tual l l l l leve eve eve eve evel. l. ll
The here re are re si s x t x type yp s o s oof e f f spe spe sper, eac eac eac eac a h i h i iiss r s r ss repr epr epr epr eprese ese ese ese s nte nte te ted b d b d b dd y a y a y a y a y a sp spp speci eci eci ecifc fc fc fc ico ico ico icon a aaaand nd nd nd n is s s s ali ali ali al al gne ne ne n d a d a d a dd sp sp sp sp speci ecifc fc
col o or r as s sho h wn wn w on nn the hhh EEEs E per per per Wh Wh Wh W eel ee ee e
All l mo m del dels h s have av aa sin single gle essper pe ty type pe tha that t t they hey hey e al al al al align ign ign ign ign wi wi wi wi with, th, th, th t th th th th this iis is is is is rep rep rep rep repres res res ressent nt ent nted ed ed ed by by by bby the the their ir
afn fnity ity. T . The he esp esper er to to eit either her si side de of of of a s a s a sspec pec pec pec pecifc ifc ifc ifc ifc es es eesper pe pe pp ty ty ty ty t pe pe ppp on on on on on the the he the the wh wh wh wheel eel eel e eel is is is is sa sss id id id id to to tt be be b
sym mpat pathet hetic, ic, wh while ile th the e e eespe spe sper t r t r t type ype ype ype e di di ddi d rec ec ec ec ectly tly tly ly l op op op op oppos pos pos pos posite ite ite te of of of of f it it it it iiis is sa sa sa said id id id d to to to to o be be be be be in in in in opp opp opp opposi osi osi ositio tio tio tio ti n. nnnn FFor For FF
mos ost p t purp urpose ses a s mo mo mode del del el wi wi wi wi w ll ll ll ll l onl onl onl onl only b y b y y b y be p e p e p e p e part art art art art of of of of of aaaaa cad cad cad ca cadre re re re wit wit wit wit w h t h t h t h the he he he sam sam sam mme a e ee fni fni fni fni fn ty, ty, ty, ty, y bu bu bu but s t s t s t s spec pec pe pec p ifc ifc if
sce cenar na ios ios or o ob ob ob bjec jec jecctiv tiv tiv tiv tives es s s may ma ma ma ma al al al al allow low ow low ow al al al lllia lia lia i nce nce nce nce nces wwwwith ith ith th it mo mo mo mo model del del del d s o s o s o s of d f d f d f dife ife ife ife f rin rin rin rin ng a gggg fni fni fni fnitie e tie ties. s. s. s. s
Esp Esper er typ typ yp yp y e i e i e i e is u s u s s s used sed sed sed sed in in in n in de e de de deter ter te te e min min min mining ing ing ing ing th th h the ccccost ost os os to to to to ac aaaa tiv ti tiv tiv ti ate ate ate ate a yo yo yo your ur mod mod mod mod del el el els a s s s cti cti cti cc ons ons ons s ons. E . E . E . E . Each ach ach ach ach ac ac ac a tio io tio tio tionn
and and it its pp pppres res re re ses ses ses ses ses wi wi wi will ll ll l hav hav hav hav ve a e a e a e a e co co co cost st st st s des des des design ign ign ignnate ate ate te ated b d b d b d y a y a y a yy nu nu nuu numbe mbe mbe mbe b r i r i r i r n h n h n h n h n hex ex ex ex tha tha tha tha h t i t i t i iis t s t s tthe he he ee col col col co co or or or or of of oof o the th the t
esp sper er er e typ typ yp yp y e y e y e y e y e ou ou ou ou u mus mus mus mus u t s tttt pen pen pen pen p d t d t d t d to i o i o o i o nit nit nit nit itiat iat at iat a e t e t tthat hat hat hat ha ac ac ac actio tio tio tion. nn. n. Mod Mod Mod Mod Mo els els els ee in in in i Re Re Re R lic lic lic li li Kn Kn Kn Knigh igh igh ights s sss use use use us es ees es e per per ppp to to
per erfor for for or o m a m a m a m a m all llll ll of of of of o the the the the t ir ir ir ir act act act act tion ion on ion ions, , , , whe whe whe whethe the the the er t tt r they hey hey ee ar aar ar a e a e a e a e tta tta tta tta tt ck, ck, ck, ck, de de de deefen fen fen ense, se se se or or or o su su su s ppo ppo ppo ppo p rt. t. rt. t. Ac Ac AAA tio tio tio tio ions nnnn are are
des descri cr cr cc bed bed bed bed b in n in gr gr gr gr great eat eat eat eater er er er e det det det det d ail ail ail ail in n in nn th th th he PPP e PPlay lay lay laying ng ing ng g th th tthe G e G e G e G e Game me me me m sse secti cti cti ction. on. on. on. on
The The ee pr pppp ima ima ima ima mary y y y met met me mm hod hod hod hod od mo mo mo mo m del del del dels g s g s g s g s gain ain ain n ac aaaa ces ces ces ces cess t s t s t s t s to e o e o e o e o spe pe pe peer i r i rr i r s b b s b s b by d y d y y d y draw raw raw raw aw g n ing ing ca cc rds rds ffrom om the the Es Esper
Dec eck. k. kkk In In In In n add add add ad additi iti iti tion on on on on to to to oo the the the the the EEs Es Essper pe pe pe De De De De Deck ck ck ck ck mod mod mod mod m els els els els els ca aaaan s n s n tor or oor ore H e H e H e eld eld e Es Esper pe al allow lowing ing th them e to
po ower wer up up p f f ffoor or or or lat lat lat lat l er er er er er dev dev dev dev vast ast as as as ati at ati ati t ng ng ng n att aaatt a ack ack ack acks. s. The The The mo m st st pow powerf erful ul esp es er er use users rs can can manipulate
esper in n man many u y usef seful ul way ways t s thro hrough ugh th the u e use s oof Esp Esper r Actions.
col oo col lor or or or as as s as s sh hho ho sho sh wn wwn wwn wn wn wn oon nn on nnn the hhee the th th t Es Es Es Es Es Es Es Es Esper per er er per per pper WWh WWWWWh WW eel ee eel el el el el col olor or as s sh sho h wn wn wn on n nn th th the th h Es Es Es Es Esper pper per WWh Wh WWheel el el el el.
71
Esper Deck: The Esper Deck is a non-customizable card deck of 42 cards, representing
the esper energy that models will use to power their actions. Each Player will need one
and will draw from their own deck during the game.
During the game, each player will have a hand of fve cards. For a model to perform an
action, players use cards from their hand to pay the cost of that action. Once the action
is complete players draw or discard as needed to get their hand back to fve cards. Cards
that are played or discarded during the game are placed in the discard pile. Whenever a
deck is down to no cards, play stops and the discard pile is shufed and reset as the new
deck. Play then continues.
The deck is made up of three types of cards: Standard, Void, and Wild.
Standard: Standard cards have a primary and secondary esper type. The larger, top,
icon is the primary esper type. The smaller, bottom, icon is the secondary esper type.
When played, a player can choose to use the primary type for a value of two esper or the
secondary type for a value of one esper. When a standard card is played, only one type
of esper can be used.
Void: Void cards have no esper type and a value of zero esper.
WiId: Wild cards have a value of one of any esper type chosen by the player when the
card is played.
Occasionally, an efect will require players to fip cards. Flipped cards are drawn from
the top of the players deck, revealed, the efect is resolved and the cards are discarded.
Esper Dec Deck: k: The The Es E per per Deeck ck is s a n a non- on-cus custom tomiza z ble ble ca ard deck of 42 cards, representing
the e es esper per en en ee erg erg erg ee y t y t y that hat hat mo model dels w s will ill us se t e to p o powe ower t r thei heir a r acti ctions ons. EEach ac Pl Playe ayer w r will need one
and and wi wi wi ww ll ll l ll l dra dra dra aaw f w f w ww rom rom om om romth th hhheir eir eii eir ow ow wn d n deck eck du durin ring t g the he gam game. e.
Dur During ing ng n th ttt e g e g e ame ame, e , each ach pl playe ayer w will ill ha ave ve a h hand and of of fv ve c e card rds. s. For For aa mod modell to to per perfor fo m an
act action ion, p , play layers er us use c e ard ards f s from romth their ei ha hand n to to pay pay th the c e cost os of of tthat at act action ion. OOnce nc th the a e ction
is s com comple plete te pla player yers d s draw rawor or di d sca card rd as as nee needed de to to ge get t t thei h r h r hand and ba back ck to to fve fve caards rds. Cards
tha that a t are re pla played yed or or di disca scarde rded d d duri uring ng the the ga game me are are pl p ace aced iin t n the e dis di car card p d pile ile. W . When heneve ev r a
dec eck i k is d s down own to to no no ca cards rds, p , play lay st stops ops an and t d the he dis discar card p d pile ile is is sh shufe ufed a d and nd res reset et as as the the new
decck. k. Pla Play t y then hen co conti ntinue nues. s.
The de deck ck is s mad made u e up o p of t f thre hree t e ype ypes o s of c f card ards: s: Sta Standa ndard, rd, Vo Void, id, an and W d Wild ld.
Standa dard: rd: St Stand andard ard ca ards rds ha have ve a p a prim rimary ary an and s d seco econda ndary ry esp esper er typ type. e. The The la large rger, r, top top,
icon i is t s the he pri primar ma y e y espe sper t r type ype. T . The he sma smalle ller, r, bot bottom tom, i , icon con is is th the s e seco econda ndary ry esp esper er typ type. e.
When p n play layed, ed, a a pla player yer ca can c n choo hoose se to to use use th the p e prim rimary ary ty type pe for for a a val value ue of of two two wo es esssper per per er r or or th the
seccond ndary ary ty type pe for for a a val value ue of of one one es esper per. W . When hen a sta standa ndard rd car card i d is p s p s play lay lay yed, ed, ed, ed, ed, on on on on only ly ly yy on one one one ty type pe
of esp esper er can can be be us used. ed.
Voi oid: d: Voi Void c d card ards h s have ave no no es esper per ty type pe and and aaa val val va ue ue uu of of of of of zer zer zer zz o e o e o e o e o espe spe spe pe er. r. r. r. r.
WiI WiId: d: Wil Wild c d card ards h s have ave aaa val val value ue ue e of of of of one one one one one of of of oo an an aan a y e y e y e y eespe spe spe spe sper t r t r t r t r type ype ype ype ype ch ch ch ch chose ose ose osen b n b n b n b by t y t y t y t the he he he pla pla pla player yer yer yer y wh wh wh wh when en en en en the the t
car card i d is p s play layed. ed.
Occ Occasi asi siona ona ona na nally lly ll ll lly, a , a , aaan e n e n e n e n efec fec fec fec fect w t w t w t w t ill ill ill ill re re re re requi qui qui qui qu re re re re pla pla pla pla player yer yer yer ye s t s t s t s to f o f o f o f o fip ip ip ip car car ca ca ds. ds. ds. ds. ds. Fl Fl Fl Fl F ipp ipp ipp ipp ipped ed ed ed car car ca ca ds ds ds ds ds are are are are dr dr r dr drawn awn awn aw aw fr fr fr ffrom om
the the to toooop o ooof t f t f t f t f the he e he e pla pla pla la p yer yer yer yer yers s s s s dec dec ddec deckkkk, k rev rev rev reveal eal eal ealed, ed, ed, ed, th th th the e e e e e e efec fec fe fec fect i t i t i t i t s r s r s s r s eso eso eso eso e lve lve lve lve ved a d a d a d a d and nd nd nd n the the the th th ca ca ccc rds rds rds rds rd ar rrre d e d e d e d e disc isc isc iscard ard ard ard rded. ed.
72
Held Esper: In addition to esper drawn from the Esper Deck all models can store esper
within themselves, in efect, charging themselves with power to deliver their most
devastating actions. This stored energy is called, Held Esper.
Models can gain Held Esper in a variety of ways. Some models like knights or cyphers
naturally generate Held Esper when they are activated. Others can only generate Held
Esper through refocusing or by having it transferred to them from another.
Whenever a model gains Held Esper mark one box on their tracker card for every point
of Held Esper they possess. When the Held Esper is spent, erase it from the card. A model
may only have as much Held Esper as indicated by the number of Held Esper boxes on
its tracker card. Any additional Held Esper gained above a models maximum is ignored.
A model does not have to be currently active or ready to be able to spend or gain Held
Esper. Held Esper can be used exactly like normal esper cards drawn from your Esper
Deck to power an action or activate another ability requiring they expenditure of esper.
Each point of Held Esper has a value of two esper of any single esper type, and can
be used in conjunction with any normal expenditure of esper. A model can spend any
number of Held Esper at one time.
Anytime an ability or action references esper held by a model it is referring to the
models Held Esper.
Held Esper: In addition to esper p drawn wn fr f omm the the Essper er De D ck c all all mo model de s c s can an sto st re r esper
within th thems emselv elves, es, in in ef efect ect, c , char ha gin ging t g them hemsel selves ves wi w th h pow power er to to del delive ive er t r t thei heir mmost o
devast astati ating ng act action ions. s. Thi This s s stor tored ed ene energy rgy is is ca calle lle edd, d Hel Hel Hel e d E d E d EEspe spe spe spe sperr. r. r.
Mod odels els ca an g n gain ain He Held ld Esp Esper er r in n n a v a vari ari ariety ety ety ety ty of of of of of wa wa aa ways. ys. s. ys. . So So o So ommmme m mo mo mod mo mo els els els els li l ke ke ke ke e kni kni kni kk ght ght ght ght gh s o ooor c r c r cccyph yph yph ph y ers ers
nat natura urally lly ge gener nerate ate He He H ld ld ld Esp Esp Esper ee wh wh whe wh wh n t n t n t n t n hey hey hey hey hey ar aar ar a e aaaacti cti ct ct ct vat vat at at ated. ed ed ed Ot Ot Ot Ot ther herr herrs cc s c s c can nnn onl on on on y g y g y g y g gene ene ene enerat ra ra rat a e H e H e H e HHeld eld
Esp sper er thr th oug oug gh r h r refo efo efocus cus us using ing ng ing ng or or or or or by by by by by ha ha ha ha havin vin in in ng i g i g i g g it t t ttttran ra ran ran ransfe sfe sfe sferr rr rre rred t d t d t d tto t o t ooo hem hem hem hem hemfr fr fr from om om om ano ano ano anothe the he he h rrr. r.
Whe Whenev nev ever err a m a m a m mode ode ode ode odel g l gg l g gain ain i ain ains H s HHH s Held eld eld eld e Es Es Es Esper per per per pe mmma ma m rk rk rk rk k one one one one one bo bo bo bo box o x o x o x o on t n t n n n hei hei hei he he rr t r t r r rac rac rac ac ra ker ker ker r ker ca ca ca ca card rd d rd for for for for fo ev ev ev ev every ery ery ery er po po po p int int
of of Hel Held E d E d E d E Espe spe spe pe s r t r t r t rr hey hey hey hey hey po po po po posse se sse sse sess. ss. ss. ss. ss. Wh Wh Wh Wh When en en en the the the the he He He He Held ld ld ldd Esp Esp Esp Esper er er er e is is is is i spe spe spe spe pent, nt, nt, nt, nt er er er er e ase ase ase ase se it it it it fr frrom om om om omthe the the the the ca ca ca ccard. rd. rd. rd rd A A A A A mod mod mmm el el
may may on nn on nly ly ly ly ly hav hav hav hav ha e a e a e a e as m s m s m m s uch uch uch uch He He He He H ld ld ld ld l Esp Esp Esp Esp Esper er er e as as aas as ind ind ind ind dica ica ica c icated ted ted ed ted by by by by th th th th the n e n e n e numb umb umb umb ber er eer e of of of of He Hel Hel He Held E d E d E d Espe spe spe spe p r b r b r b r b r boxe oxe ox s o s on
its ts tr rrack ack ack ck ker er r r ca car ar card. d. . . Any Any Any An A ad ad ad ad ddit dit dit dit dition io ion ion ional ll Hel He He He e d E d E d E d Espe spe spe spe er g r g r g r gain ain ain ained ed ed ed abo abo bo bovvve vv a m a m a m a m a mode ode de ode dell ls ll ma ma ma a maxim xim xim ximum um um is is is ign ignore ored.
A m A mode ode ode ode odel d l d l d ddoes oes oes oe oe no no no no not h t h t h t h t ave ave ave ave to to tooo be be be be be cu cu cu cu curre rre rre rrentl ntl ntl ntl n y y a y a y a y cti cti cti cti ctive ve ve ve v or or or or o rea rea rea ea eady dy y dy y to to o to be be bbe abl abl b e t e to s o spen pend o d or g r gain ain He Held
Esp Esper. er. er er. er He He He He H ld ld ld ld l Esp Esp Esp Esper er er r can can can ca be be be be be us us us used ed ed ed d exa exa exa exa exactl ctl cctl c y l y l y l y l y like ike ike ke ike no no no no norm rma rma mmal e l e espe ssper c r card ards d s draw rawn f n from rom yo your ur Esp Esper
Dec Deck t k t k t k t k to p o p o o p o powe owe owe ow ower a r a r a r an a n a n a n a n acti cti cti cti ioon on on o or or oor act act act activa iva iva iva ivate te tte ano ano ano n anothe the h the herr a r abil bil b ity ity re requi quirin ring t g they hey ex expen pendit diture ure of of es esper.
Eac Each p h p h p h p h oin oin oin oint o t o t o t oof H f HHHHeld eld eld eld eld Es Es Esper per per per per ha ha ha aas a s a a s va va va v lue lue ue of of tw two e o spe sper o r of a f any y sin single gle es esper per ty type, pe an and c d an
be be use use use used i d i ddd n c n c n c n c n conj onj onj onj onjunc un un unc un tio tio tio i n w n w n w n w n ith ith h an any n y norm ormal al exp expend enditu iture re of of esp esper. er. A A mod model l ca can sp spend end any
num num mber ber ber be er of of of of f He He He He H ld ld ddd Esp Esp EEs er er er at at one one ti time. me.
Any Anytim time a e an a n abil bility ity or or ac actio tion r n refe eferen rences ces e espe sper h r held eld b by a y a mo model del it it is is re r fer ferrin ring t g to t o he
mod m el els H s eld eld Essper pe mod odel el s H s Held eld Es Esper er..
73
Esper Actions: Though all models can use esper on a basic level, some have the ability
to harness it in more powerful ways. These models possess abilities that grant them
actions and abilities that allow them to more fully manipulate esper.
Some models will possess the Esper Initiate or Esper Master abilities. The Esper Initiate
ability grants the model the Transfer Esper action. The Esper Master ability grants the
Transfer Esper, Esper Thief, and Esper Cleansing actions. The Channel Esper ability is
limited primarily to a few enigmatic individuals, such as Cyphers.
sper CIeansing: Some models that wield esper can disrupt the fow esper in existing
areas of power, dispelling the efect. As an action, a model with this ability can spend
one Held Esper to remove a single existing efect marker from the table, within its line of
sight. Once the Held Esper is spent, the efect is removed.
ChanneI sper: Channelers can tap into the raw esper around them and bind it to their
use. When a model has the Channel Esper ability it gains one Held Esper every time
it is activated. Unlike other esper actions, this does not use the models action for its
activation.

sper 7hief: An Esper Thief can detect the fow of esper in a living being and siphon
it away for their own use. As an action, the model using Esper Thief selects an enemy
model within line of sight that possesses Held Esper. The acting model then takes one
Held Esper from the target. This stolen Held Esper can be used in exactly the same way
as other Held Power, including being transferred to other friendly models.
When using this ability, the acting models controller markers a single Held Esper box on
their tracker card, while the enemy models controller erases a single Held Esper from theirs.

Transfer Esper: Adept esper users can draw esper to themselves and then join their
power to that of an ally, enabling them to perform even great feats. A model with
this action can choose to transfer some or all of its Held Esper to friendly models. As
an action, the acting model can distribute any and all of its Held Esper among friendly
models; line of sight is not needed.
Esper Act Action ions:: Tho Th ugh ugh al all m l mode dels ls can can us se e e espe sp r o r n a n a basic level, s , ome have the ability
to har harnes ness i s i ss t i t i tt n m n m n more ore ore po power werful ul wways. ys. Th These ese mo model dels p s poss sses ess ab abili i tie ties t s hat hat grant them
act action ion nnns a s a ss a and nd nd dd abi abi abi aa lit lit it lit i ies ies ee ie th th th th that at a all all al ow ow the them t m to m o more ore fu fully lly ma manip nipula ulate te esp esper. er.
Som Some m e m e m e mode de dels ls l wil will p l poss ossess ess th the EEspe sper I r Init ni iat ate e or E r Espe sper M r Mast ster er abi abilit li ies es. T . The he Esp Esper er Initiate
abi abilit lity g y gran ants ts the he mo model de th the T e ran ransfe sfer E r Espe sper a r cti ction. on Th The E e Espe sper M Mast aster er abi abilit lity g y gran rants the
Tra Transf nsfer er Esp Esper, er, Es Esper per Th Thief ef, a , and d Esp Esper er Cle leans an ing ing ac ctio tions. s. Th T e C e Chan hannel ne Es Esper per ab ability is
lim imite ited p d prim rimari arily ly to to a f a few ew eni enigma gmatic t in indiv dividu iduals als s , such uch as as Cy Cyphe phers. rs
sp per er CIe CIeans ansing ing:: So Some me mod models els th that at wie wield ld esp esperr can ca di disru srupt pt the the fo fow e w espe sper i r in e n exis xistin t g
are eas s of of pow power, er, di dispe spelli lling ng the th ef efect ect. A . As a an a acti tion, on, aa mod model el wit with t h his his ab abili ility ty can can sp spend en
one He Held ld Esp Esper e to to rem remove ove aa sin s gle gle exxist isting ing ef efect ect ma marke rker ffrom romth the e tabl able, e, wit within hin it its l s line ne of
sight. t. On Once ce the the He Held ld Esp Esper er is is spe spent, nt, th the e e efec fect i t is r s remo emoved ved..
Channe nneI I spe sper: r: Cha Channe nneler lers c s can an tap tap in into to the the ra raw e w espe sper a r arou round nd the them a m and nd bin bind i d it t t to t o thei heir
use. WWhen hen a mod model el has has th the C e Chan hannel nel Es Esper per ab abili ility ty it it gai gains ns one on He Held ld Esp Esper er eve every ry ry tim time
it is act activa ivated ted. UUnli nl ke e oth other er esp esper er act action ions, s, thi this d s does oes no not u t use se the the mo model del ls s act act act tion ion ion nn fo for i r its t
act tiva atio tion. .
sp per er 7hi 7hief: ef: An An Es Esper per Th Thief ief ca can d n dete etect ct the the fo fow o w o of e f e f espe spe spe spe per i r i i rr in a n a n a n a n a li li livin vin vin vin ving b g b g b bbein ein ein in ng a g a g a g a g and nd nd nd nd sip sip sip sip s hon hon
it awa away f y for or the their ir own own us use. e. As As an an act action ion, t , t , the he he mod mod mod model el el eel usi usi usi using ng ng ng ng Esp Esp Esp Esp sper er eee Thi Thi Thi Thi Thief ef ef ef ef sel sel sel select ect ect ects a s a s a s a an e e n e eenem nem nnn y y
mod model el wit within hin li line ne of of sig sight ht tha that p t p t oss oss ossess ess esssses es es Hel Hel HHe He d E d E d E d E Espe spe spe spe sper. The The The The The ac ac ac ac ctin tin n tin ting m g m g m g mmode ode ode ode od l t l t l t l t then hen hen hen h ta ta ta takes kes kes kes on nee
Hel eld E d Espe sper f r from rom th the t e targ arg rget. et. et. Th Th This is s is sto sto sto sto tolen len len len le He He He He Held ld ld d Esp Esp Esp Esp Esper er er er er can can ca can can be be be e be us us us us sed ed ed ed in in in in n exa exa exa exa ex ctl ctl ctl ctly t y t y t y the he he he sam sam sam sam same w e w e e w e way ay
as oth other er Hel Held P d Powe owe ower, r, r, , inc inc inc cclud lud lud lud uding ing ing ng ing be be be bbeing ing ing ing ing tr tr tr tr t ans ans ans ans sfer fer fer fer ferred red red red ed to to to to ot ot ot other her her her her fr fr fr f ien ien ien iiendly dly dly dly mo mo mmodel del del del dels. s. ss. s
Whe When u n u n usin sin sin sin sing t g t g t g t g this his his his ab ab ab ab abili ili ili ility, ty, ty, ty ty th th th the a e a e aaacti cti cti cti ct ng ng ng ng n mod mod mod mod model el el el el s c s c s c ss ont ont ont ontrol rol rol roller ler ler ler ma ma ma ma marke rke rke rke k rs rs rs rs a s a s a a ing ing ing ing n le le le le Hel Hel Hel Hel H d E d E d E d Espe spe spe spe per b r b r b r box ox ox ox o on on
the their ir tra tra tra tra tracke cke cke cke cker c r c r c r c card ard ard rd ard, wwwwwhil hil hil hil hile t e tt e t e the he he he ene ne ne nemy my mm mod mod mod mod del el el els c s c s c s cont ont ont ont ntrol rol rol rol ro ler ler ler le le er eeee ase ase ase ase es a s ss si si si si singl ngl ngl ngl le H e H e H e H e Held eld eld eld eld Es Es Es Essper per per per er fr fr frrrom om om om the the the the th irs irs i ..
Tra Traansf nsf nsf nsf nsfer er er er Esp Esp Esp Esp sper: er: er: r: Ade Ade Ade Ade Ad pt pt pt pt t esp esp esp esper eer er e use use use use users rs s rs can can can can n dr dr dr ddraw aw aw a esp esp esp esper er er err to to to to o the the the h th mse mse mse mse mselve lve lve v s a s a s a s and nd nd nn the the the then j n j n j n join oin oin oin th th ttt eir eir
pow power er eer e to to to to to tha tha tha tha h t o t o t o t of a f a f a f an a n a n a n n lly lly lly lly, e , ee , , enab nab nab nab nablin lin lin lin ng t g t g t g them hem hem hem e to to to to pe pe ppperfo rfo rfo rf rm rm rm rm rm eve eve ve eve ven g n g n g n g grea rea rea rea at f t ff t f t feat eat eat eat a s. s. s. s. A m A m A m A m A mode ode ode ode odel w l with ith
thi this a s a s a s acti cti cti ction on on on can an an can a ch ch ch ch hoos oos oos oosee t e t e to t o t o t o t o tran ran ran ansfe sfe sfe sfer s r s r s r some ome ome om or or or or al al al al a l o l o l o l f i f i f i f i f ts ts ts ts Hel Hel Hel Hel eld E d E d E d E d Espe spe spe spe sp r t r t r t r to f o f o f o f o rie rie rie rie iendl ndl ndl ndl ndly m y m y m y m y mode ode d od ls. ls. AAs
an an n act act act act ac ion ion ion ion on, t , t , t , t , the he he he act act act acting ing ing ing g mo mo mo model del del de d ca ca ca ca c n d n d n d n d n ist ist ist istrib rib rib rib bute ute ute ute ute an an an an any a y a y yy nd nd nd nd n all all all all of of of of o it it it its H s H s H s H s eld eld eld eld eld Es Es Es Es Esper er ee am am a ong ong fr frien iendly d
mod mod ood odels els els els; l ; l ; l ; line ine ine ine n of of of of o si si si sight ght ght ght is is is is no no no nn t n t n t n t n t eed eeed eed eeded. ed. ed. ed ed
74
Relic Knights and Questing Knights are the epic heroes of the Relic Knights game. It is
around these proud warriors that the universe focuses.
Questing Knights are individuals who have only recently bonded with their cypher. They
are just beginning to master their powers and, in time, hope to prove themselves worthy
of gaining a Relic.
Relic Knights have been further empowered by their cypher with the gift of a Relic. These
death dealing constructs take the Knights already formidable powers to undreamed of
levels.
As befts models of such import, Knights have several rules which apply directly to
them and how they afect the game. In game terms Questing Knights and Relic Knights
function in exactly the same way. In practice though Relic Knights will have access to
more powerful attributes and abilities.
All Knights are linked to a specifc cypher. This will be expressed on the Knights card with
the ability, Cypher (Cyphers Name). When a Knight is recruited as part of a cadre their
named cypher is automatically gained as part of the same cadre.
Knights automatically gain one Held Esper if they can draw line of sight to their Cypher
when they begin their activation.
KNIGHTS AND
CYPHERS
Rel Re ic c Kni Kn ght ghts a s and nd nd Que ue ue uesti sss ng ng ng ng ng Kni Kni ni n ght ght gh gh gh s a s a a s a are re re r the the the the the ep ep ppic ic c ic c her er er er roes oe oe oe of of of of o th th the R e R e R e R e Reliiiic K c K c K c K c Knig nig ig ig ghts ht ht ht h ga ga ga ga ame. me. me. me. e It It I is s
aro round und d th hhese ese ese pr pr pr pr p oud oud ou ou ou wa wa wa wa warri iiiors ors ors ors ors th hhhhat at at at t the he he he e un uuu ive ive ive ive verse rse rse rse fo fo fo fo focus cus cus cus ses. es es s es
Que Questi sti ing ng nnn Kni Kn Kni Kni Knight ght ht hhts a ss a s s are eeee ind in n in n ivi ivi vi vidua dua dua dua duals ls ls ls s who who who who who ha hhhh ve ve ve ve ve onl onl onl onl o y r y r y r y r y rece ece ece ecentl nt nt nt n y b y b y b bond ond ond onded ed ed ed ed wit wit iit ith t h h h h hei hei ei eir c r r r yph yph yph ph pher. er.. Th They e
are are ju ju ust st st st beg beg eg eg beginn inn in n i ing ing ing ing ing toooo ma mmmm ste ste te tter t r r r hei hei hei he heir p r p r r owe owe owe owe w rs s s s and an an nn , i , i , in t n t n t n t n ime me me me e, h , h , , hope ope ope ope ope to oooo pr pr pr pr prove ove ove ove e th th ttthems ems ms mmselv elv ves es e wor worthy th
of of gai gai ai ai ainin nin ni ni g a g a g a g a Re Re Re Relic lic lic lic l ...
Rel Re ic ccc Kni Kn Kn Knn ght ght ght ght ts h s s s ave ave ave ave be be eeeen en en nn fur ur ur ur urthe the the th ther e r e r e r e r empo mpo mpo mpo mpower wer wer wer wered ed ed ed ed by by y by by the th th th th ir r r cyp cyp cy her her wi ith th the the gi gift of of a R a Reli elic. c The These
dea de th th h hh dea dea dea dea dealin lin lin in ling c g cc g c g cons on on on o tru tru ru ructs cts ccc ta ta ta ta take kkkk the the the the the Kn Kn Kn Kn Knigh igh ig ig ig ts ts ts ts al aaa rea ea e dy dy for formid midabl ab e p e powe owers rs to o und undrea reamed med of
lev levels ls ls.
As As bef bef bef effttts tt mo mo mod mo mo els els els el els of ff su su s ch h imp import ort, K , Knig nights hts ha have ve sev evera e l r l rule ules w s whic ich a h ppl pply d y dire irectl t y to
the them a m a aaand nnd n how how ho h th th t ey ey afe afect ct the th ga game. me. In In ga game m ter terms ms Que Questi sting ng Kni Kn ght ghts a s nd nd Rel Relic ic Kni Knights
fun functi ti ion on o in in exa exactl ctly t y the he sam ame w e way. ay. In n pr pract actice ice th thoug ough R h eli elic K c Knig nights ts wi w ll l hav ha e a e acce ccess to
mor mo e p e powe owerfu rf l a l attr tt ibu butes tes an and a d abil biliti ies. es.
All l Knnigh ights ts are ar li linke nk d t d to a o sp speci ecifc fc cyp cypher he . T This hi wi will ll be e exp expres ressed sed on on th the K e nig night hts c s card ard wi w th
the ab abili il ty, ty, Cy Cyphe pher ((Cyp Cypher ers s Nam Name). e). Wh W en en a K a Knig night t is is rec ecrui ru ted ed as as pa part of of a c a cadr ad e t e thei h r
named ed cyp cypher her is is au a tom tomati tical ca ly ly gai gained ned as as pa part of of the the sa same me cad cadre. re.
Knight hts a s uto utomat atica ic lly lly ga gain in one one He H ldd Esp Esper er if i the they c y can an dra raw l w ine ne of o si sight ght to to th heir eir Cy Cyphe pher
when t n they hey be begin gin ttheir eir ac a tiv tivati a on. on.
KKKKKKKKKKKNNNNIIIIGGHTS ANNNNNNDDDDDDDDDD
CCCCCCCYPHERSSSS
n th t eir e ac activ t ati a on. on.
75
Esper Expression
Esper expression is an ability unique to many Knights, though not all Knights beneft
from this ability. When a Knight with this ability possesses Held Esper, they beneft from
an efect unique to that Knight. This efect scales with the amount of Held Esper the
Knight possesses. For example, Malyas Speed skill increases when she has Held Esper.
The reference card of individual Knights will detail their specifc Esper Expression abilities
if they have one.
Cyphers
Cyphers are the key to the Knights immense power. They are pure manifestations of
esper and their Knights psyche. Cyphers bond to their chosen Knight and give them
access to the untold powers of the universe. It is also cyphers who eventually gift their
Knight with the ancient constructs known as Relics, to further empower them to fght
for their cause.
Cyphers cannot be recruited for a cadre. Instead they are bonded to a specifc knight and
are added to that Knights cadre when the Knight is recruited and are included in their
Knights points cost.
A cypher cannot be targeted by any attack unless that action can specifcally be used
against cyphers. Cyphers are afected by area of efect markers, support actions, and
other efects unless otherwise specifed.
Cyphers do not possess a Health attribute and are only removed from play when their
Knight is.
Cyphers do not possess attack and defense skills and do not draw cards when making
attack and defense actions. They only use esper from their controlling players hand or
any Held Esper they possess.
Cyphers all possess the Esper Master ability as well as the Channel Esper action (listed in
the Manipulating Esper section).
Espe perr Ex Expr pres essi sion on
Espper er exp xp xp xp pres res rrr sio sio sio sio s n i n i n iis a s a s an a aaabil bi bb ity ty ty un uu iqu ique t e to m o many any Knnigh ig ts, ts, th thoug ough nnot ot all all Kn K ig ights beneft
froom t m t m his is s is s ab ab aaa ili li li li ity. ty. ty. ty ty Wh Wh Wh WWhen eee a K a K a Knig night ht wit with t h his his ab abili ility ty pos posses sesses ses He Held ld Esp Esper, e th they e ben beneft f from
an a efe ef ct ct ct cc uni uni uuuniqu que que q to to th t at at Kni Knight ght. TThis his ef efect ect sc scale ales w s with th th t e a e amou mount n of of Hel Held E d spe per the
Kni Knight gh hhh po po p sse ssesse sses. For For ex examp ample, le, Ma Malya ly s s Spe Speed ed ski kill ll inc increa reases es wh when en she he ha h s H s Held eld Esper.
The The re refer erenc en e c e card ard of of indiv dividu idual al Kni night gh s w s will i de detai t l t l thei he r s spec p ifc ifc Essper pe Ex xpre pr ssi ssion o abi ab lities
if the they h y have ave on one. e
Cy Cyph pher erss
Cyp pher he s a s are r the the ke key t y o t the he Kni Knight ghts s imm mmens ense p e owe ower. Th They y are ar pu purre man ma ife ifesta s tio tions n of
espper er and nd th heir eir Kn nigh ig ts s ps p ych yche. Cyp Cypher ers b s bond ond to to th t eir eir ch chose osen K Knig night ht and and gi g ve ve the them
access s to to th t e u e unto ntold ld pow owers e of of th he u e univ ivers er e. e. It It is als also c cyph yp ers ers wh who e o ven ventua tually lly gi gift ft the their
Knight h wi with t the the an ncie cient t con constr struct ucts k s know own a n as R s Reli lics, cs, to o fu furth ther er emp empowe wer t r them hem to to fg fght h
for th heirr ca cause e.
Cypher he s c s cann annot ot be e rec re rui uited te fo for a r ca cadre dre. I . Inst n ead ead th hey ey are re bo b nde nded t to a o a sp speci ec fc fc kni kk ght ght gh an ndd
are e ad added ed to th thaat Kni Kn ght hts s cad adre r whe when t n the he Kni Knight ght is is re ecru cruite ted a d nd nd are are e in in inclu clu uuded de de de e in in in in i ttheir eir
Kni ight gh s s poi po nts nts co c st. st.
A ccyph yp er er can cannot no be be ttarge rgeted ted by b an any a y atta ttack ck unl un n ess ss ss th ttt at at at at at act act act act a ion ion ion iion ca aaaan s n n n n pec pec ec pec pecifc ifc ifc ifc ifcall all all all ally b y b y b y be u e u e u ee sed ed
aga ains in t c cyph yphers ers. CCyph yp ers ers are a e afec fected te by by by ar rrrea ea ea ea a of of fff efe efe efe ef ef ct ct ct ct ct mar mar mar mar marker ke ke ke ke s, s, ss, s, sup sup sup sup suppo por por por po t a aaacti ct ct ct ons ns ns ns ns, a , , nd nd
oth her er efe fects c un unlesss o s othe herwi rw se se spe spe specif cif cif fed. d. dd. d
Cyp ypher he s d s do n o n not ot t pos os osses se se se s a s a s a s a s a He eeeealt alt alt alt lth aaaaattr tt tt tt tt ibu bu bu bute te te te te and and and and an ar rrre o e o e o e o e nly nly nly nly ly re rrrr mov mov mov moved ddd fro fr fr frr m p m p m p m p m play lay yy wh wwww en en en en en tthe the t ir ir
Kni night gh h is is is.
Cyp Cypher heeee s d s d s d s d s do n o n o n o not ot ot oo pos os os os o ses se sse s s a s a s a s atta tta tttack ck ck ck and nd nd nd de ddd fen fen fen fense se se ski ski ski ski sk lls sss an an an nnd d ddddo n o ooo ot ot ot oo dra dra dra dra aw c w w ww ard ard ard rd ar s w s w s w s wwhen he he e he ma ma ma ma akin ngg
att attack ack ck k an an an and d d ddd efe efe efe efe efense se eee ac aaaa tio io io io ons. nnnn Th Th Th Th T ey ey ee on onl onl on n y u uuuuse se se se s esp esp esp espeeer e fro fro fro fro f m t m t m t tthei he he he r c r c r cont ont ooo rol rol rol rol rollin llin ling p g p g p g p g play ay ay yers er er er r ha ha ha hhand nnnn or or
any any y He HHHH ld d d d Esp Esp EEsper er er er e the the the the t y p y p y p y poss ss ss ssess es ee .. . ..
Cyp Cyp yp pher he he he s a s a s a s all ll ll ll pos pos pos os posses ses ses ses s s t s t s t s the hhh Esp Esp Esp Esp per er r r Mas Mas Mas Mas M ter ter ter ter t ab bbbili ili ili ity ty tt as as as aa wel wel wel wel well a l a l aaas t s t s t s the he he he he Cha Cha Cha ha hanne nne nne nne nnel E l E l E l E Espe spe spe sper a r a r a r acti ti tti ion on on (li liste sted i in
the the ee Ma MMMM nip nip nip nip nipula ula ula ulatin tin tin tin t g EEEEspe sp sp sp p r s r s r s r sect eeee ion ion ion ion o ))). the the e Ma MMM nip nip nip nipula ula ula u n tin ting E g E g Espe pe pp r s r r ect ec ee ion ion ion i )). ))
76
ADDITIONAL RULES
Abilities
Abilities are inherent powers and talents that a model possesses that have an efect in
the game. Abilities directly afect a model during the game, such as Armor reducing
damage the model sufers. Unless otherwise specifed, abilities are always active. The
Reference section includes a small sample of the abilities found in Relic Knights. If an
abilitys efects are not listed they will be on the models reference card.
Boosts
Boosts represents the myriad forms of technology, gear, or advanced preparations a
cadre will use in the battle to come. Boosts are perks that you may purchase for your
cadre in addition to models.
Boosts are represented on the battlefeld by markers which are deployed before models.
Boost markers are 30mm in diameter and have a Size attribute of 0. Markers in no way
inhibit movement, line of sight or other in-game efects and rule, unless the text of the
Boost specifes otherwise. Like other efect markers Boosts may be removed from play
by the Esper Cleansing action.
The Faction Lists section includes a list of Boosts you may purchase for your cadre. No
cadre may purchase more than 2 of the same Boost.
Cadre Abilities
Some individuals, especially Knights, are naturally talented leaders and can coordinate
the eforts of those around them to achieve their goals. Models with a cadre ability grant
a special action or ability to models in their cadre. These granted abilities and actions are
considered printed on the cards of the afected models in the cadre. Some cadre abilities
afect all models in a cadre, while others are specifc to particular models or model types.
Cyphers cannot beneft from a cadre ability. Models with this ability do not themselves
gain the benefts associated with the cadre ability.
Forced and Free Movement
Movement is a large part of Relic Knights. Models will quickly dart across the battlefeld
as they engage their enemies and activate their powers. Movement is broken up into
two categories, forced movement and free movement. Free movement is any movement
a model makes voluntarily. When a model is moved and its owner does not get to decide
where it goes, it is considered forced movement. Any time a model ends its movement,
whether it is forced or free, it has stopped. Any time a rule refers to moving a model, it
will tell you the number of inches that it can or is forced to move.
A model cannot move through other objects on the battlefeld, unless it possesses special
rules stating otherwise (such as markers). If a model is forced into an object that it is unable
to move through, its movement ends as soon as it comes into contact with the object. See
the Terrain section for more information about terrain and how it can afect movement.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAADDDDDDDDDDDDDDDDDIIIIITTTTIONAL RRUUUUUUUULLLLLEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Ab Abil ilit itie iesss
Abi bilit lities ess ar ar aa e i iiiinhe nhe hh nh ren ren ren ren rent p t p t p t p t powe ow ow ow o rs rs rs rs rs and and and and and ta ta ta ta t len len len lents ts ts ts tha tha tha that a t a t t t mo mo mo mo m del del del del del po ppp sse sse sse sse sesse sse sse sses t s t s t s that hat hat hat h ha ha ha have ve ee e an aaaa efe efe efe efe e ct t in in
the he ga g me. me. me me. me Ab Ab Abbbili ili ili ll tie e tie ees d s d s d s d s dire re re ireectl ctl ct ct t y aaaaafec fec fec fec f t a t a t a t a mo mo mo mo model del del dd du du du du urin n rin nng t g gg g he he he he he gam gam gam gam game, e, e, e, e suc uc uc uc uch a h a h a h as A s A s A s A s Armo mo mo mo mor r r r rrr edu edu edu edu educin cingg
dam amage age eee th th tth the m e m mmmode ode ode ode del s l s s l sufe ufe ufe ufe ers. rrr Un Un Un Unles es les ess o s o s o s the he h the herwi rwi rwi rwise se se se spe spe spe ecif cif ci cifed, ed, ed, ed, ab ab ab abili ili ili ili itie tie ti ti t s a s a s a s a s are rrrr alw alw alw alw always ys ys ys ys ac aaaa tiv tiv tiv t e. ee The The
Ref efere er er nce nce nce nce ce seeeecti cti cti cti c on on n n inc inc in in lud ud lud ud u es eee a s a s a s a ssmal mal mal mal a l s l s l s l samp mp mp mppllle of of of oof the the he the e ab ab aaa ili il ili ili litie tie tie tiees f f s f ffoun oun ou ou ou d i d i d i dd in R n R n RR n Reli eli eli elic K c K c Knig nights hts. I . If a f ann
abi bilit lit tt itys ys s ys ef ef ef ef e ect ct ect ct cts a s ss s re e e ee not not no no n li li lli liste ste st st st d t d t d t d d they hey hey hey h wi wi wi wi w ll ll be be be be be on on on on the the the th th mo mo mo mo model del del ells ssss ref ref ref ref refere ere ere ere erence ce cce ca cc rd. rd.
Bo Bo oooos os os ossts ts ts ts ts
Boo Boosts sts sts s s re repre pre pre presen en en eents ts ts ts s the he the the he my my yyyria ria ria aad f dd f d form orm orm orm or s o s o s of t f t f tech echnol nology ogy, g , gear ar, o , or a adva dvance nced p d prep repara aratio tions a
cad cadre e e ee wil wil wil will u l u l u l use ssss in in in n in the the the the the ba ba ba ba b tt ttl ttl ttl ttle t e ttto ccome ome. B . Boos osts ts are are pe erks rks th that at you ou maay p y urc urchas hase f e for r your
cad cadre e e in in in n n add add add add d iti iti iti iit on on on nn to tttt mod mod models els..
Boo Boosts sts s ar aa e r e repr eprese esente nted o d on t n the he bat battle tlefel feld b d by m y mark arkers rs wh which ich are d e depl eploye oy d b d befo efore re mod mo els.
Boo Boost st mar marker kers aare re 30m 30mm i m in d n diam iamete eter a r and nd hav have a e a Si Size ze att ttrib ribute ute of of 0. 0. Ma Marke rkers s in in no o way
inh nhibi ibit m t move ovemen ent, t lin line o e f s f sigh ight o t or o r othe ther i in-g n-game me ef efect ec s aand nd rul rule, e unl unless ess th the ttext ex of of th t e
Boo oost st spe specif cifes es oth otherw erwise ise. L . Like ike ot ot er her ef e ect ect ma arke rkers s Boo Boosts sts ma may b y be r e remo emoved ved fr from om pla p y
by y he the Es Esper per Cl Clean eansin sing a g cti ction. o
The Fa Facti c on on Lis Lists ts sec sectio tion i incl nc ude udes a s a li list st of of Boo Boosts sts yo you m u may ay pur urcha chase se for for yo your r cad cadre. re. No N
cadre e may may pu purch rchase ase mo more e tha than 2 n 2 of f th the s e sam ame Bo Boost ost..
Cadr dre e Ab Abil ilit itie ies s
Some i e indi ndivid vidual als, s, esp speci eciall ally K y Knig nights hts, a , are nat na ura rally lly ta talen lented ted le leade aders s and and ca can c n coor oo din dinate ate
the ef fort o s o s of t f hos hose a e arou round nd the them t m to a achi ch eve eve th their eir go goals als. M . Mode odels ls wit with a h a ca cadre dre ab ab bili ili ility tt ggra gra gg nt t
a spec ecial ia ac actio tion o n or a r bil bility it to to mo model dels iin t n thei heir c r c dr adre. e. he These s gra grante nted a d abil biliti iti t es s and and an n ac ac ac ac actio ti ti tt ns ns nnn are are
consid sidere ered p d prin nted ted on on th t e c e card ards o s of t f the he afe afecte ct d m d mode odels ls in n the the ca ca cadre dre dre. S . S . SSSome ome ome ome ome ca cccc dre dr dre dre dre ab ab ab abili ili iiilitie ti t ss
afect ct all al mo model dels i s in a n a ca cadre dre, w , whil hile o e othe thers r are are sp speci ecifc fc to too par ar artic tic tic ticula la ula la ar m r m r r ode ode ode ode odells or or or or or mod mod mod mod model el eee typ typ ty typ ty es. es.
Cypher hers c s cann annot ot ben beneft eft fr from om a c a cadr adre a e abil bility ity y. M . MMode ode od ls s ls s wit wit www h t hhh t h this his his hh ab ab ab bbili ility ty ty ty t do do do dd not not not not no th th th hems ems ems ems e elv elv elv ee es s
gai a n t the he ben beneft efts a s asso socia ciated ted wi with th the the e ca ca c dre dre dre e ab ab ab bili ili ili ili ility. ty ty ty t
Fo Forc rced ed aand nd FFre re ree ee Mo Mo Mo Mo Move ve ve ve veme me me me ment nt nt nt nt
Mov Moveme em nt nt is is s a l l larg arg ar e p e p e p e ppart art aaa of of of of of Re Re Re Re Relic lic lic lic lic Kn Kn nnigh igh igh ghts. s. s. s. s Mo MMMM del del del del e s w s w s w s will ill ill ill il qu qu qu u q ick ick ick ick y y ly y dar dar dar dart a aaaacro cr cr cr r ss ss ss the the the he ba ba ba battl ttl ttl t efe efe efe efe efeld d
as s the he ey e y y nga nga nga nga age e ee e the th th th th ir ir ir ir r ene ene ene ene enemie mie mie mi mi s a aaand nd nnn act act act act activa iva iva aate te te te the he he heir ir ir ir pow pow ow pow o erssss. M . M . M . MMove ove ove ov vemen me men men ment i t t t s bb s bbbrok rok rok rok r en en en en up p p pp int in in in oo
two tw ca ca ateg teg teg teg tegori ori ori ori ories, es,,,, fo fo fo fo force eeeed m d m d m d m d move ove ove ove ovemen en en ent a t tt nd nd nd nd n fre fre fre fre free m e m e m e move ve ve vemen men men men ent. t. t. t. Fre Fre re reee m e e e ove ove ove ovemen men en ennt i t i tt s a s a s a s a s ny nnn mov mov mo mo m eme eme me mment t
a m a mode ode de eel m l m l mmmake ake ak ak ak s v s v s v vvolu ol ol oo nta nta nta nta ntarily. y. y. y. Whe Whe Whe When a n a n n a mo mo mo mo m del del del del l is is is is s mo moooved ved ve ve an an an an a d i d i dd ts ts ts ts t own own own own ner er er er er doe doe doe oe oes n s n s n ss not ot ot ot o get get get get get to to tooo de de de de ecid cid id ci cidee
whe where re re e it it it ii goe goe goe goe goess, it it it it t is is is is con on on on nsid sid sid sid s ere ere ere ere e fff d forc orc orc orced ed ed dd mov mov mov mov moveme eme eme eme ment. nt. nt. nt. An An nny t y t y t y time me me mm aaa mod mod mod mod model el el el end end end en s i s i s i s its ts ts tt mov mov mov mov moveme me mme ment, nt,
whe whethe the the the t r it i t i t i t i t s f s s s orc orc orc orc o ed eee or or or or fre fre fre freeee, e, e, it iii has has has has has st ttttopp opp op op ed. ed. ed ed. d An An An Any t y t y t y time ime ime ime a aaa rul ul ul uu e r e e e e efe efe efe f rs rs rs rs to to to o mov mov mov mov m ing ing in inn a a a a a mod mod mod mod model, el, e it t
wil will t ttttell ell ell ell ell yo ooou t u t u t u the e e e num num num num umber ber be be ber of of of of in in in inche he he he h s t s s s hat hat hat hhat iit ca ca cca c n o n o nnn r i r i r i r s f s s s orc orc orc rr ed ed eee to to to to mov mov mov move. eee
A m A mode ode ode ode odel c l c cann ann ann ann a ot ot t t mov mov mov mov ve t e t e t e tthro hro hro ough ugh ugh g ugh ot ot ot oo her her her her her ob ob ob bjec ec ec ects ts ts ts on n n n the th h th th ba ba ba ba battl tttt efe efe efe efe efeld, ld, , un un un un unles les ssss i s i s it p t p t oss ossess sses es spe pecia c l
rul rules s sta sta sta sta st tin nnng o g o g o g othe he he hh rwi rwi rwi rw se se se s (su (su (su (su (such ch ch ch ch as ma mar ma ma ker ker ker kers). s) sss If If If If f a aaa mod mod mod model eeee is s sss for for fo fo fo ced ed ed ed ed in iiii to o o an an obj object ect th that it it is is una n ble
to o mov ov ve t e t e hro hro hro hro hrough ugh ugh gh g , i , ii , i its mo mo mov o mo eme eme eme ement nt tt t end en en en n s a s a s a s a as s ss oon oon oon oon on as ss it it t cooomes me in in i to to con ontac tact w t with h th the oobje bj ct. See
the Te Terra rr in n sec se tio tion f n or or mor more i e info nforma rm tio tion a n bou bout t terr errain in an a d h d ow o it can afect movement.
77
ResoIving RuIes lssues
In a perfect world no rules would ever have a mistake nor would they be interpreted in
multiple ways. Unfortunately, this is not the case and occasionally rules disagreements will
arise. In these cases frst try to solve the problem through discussion with your opponent.
If you absolutely cannot agree have each play fip the top three cards, then adds up the
total number of esper that matches their cadres afnity. The player with the highest total
chooses the interpretation to use. If both players have the same total, both players fip
another card until one player has a higher total.
Once the game is over, check the rulebook again to see if a resolution can be found. If not
we encourage you to visit our rules forums at www.sodapopminiatures.com to ask your
question or see if it has been answered via FAQ or Errata.
Sharing lnformation
Relic Knights is considered an open game. Meaning that you should make any and
all information about your cadre available to your opponent during the game. This
means they should always be able to easily see how much Health and Held Esper are
currently on a models tracker card as well as letting them read your cards to gain a
better understanding of your cadres actions and abilities. In fact, we highly encourage
both players to read, at least, their opponents Knight cards before battle. Knights have a
lot of impact on the game and battles are much more fun when both players understand
what they are facing.
Traits
Models possess qualities that defne who and what it is. Traits are used to classify the
model and explain what kind of being it is. Traits can encompass a models race, the
name of a specifc military unit it is part of, or a general archetype it encompasses. A
models traits are used to determine how it is afected by certain efects and abilities,
otherwise they are completely passive and provide no direct game efect. Examples of
traits include: Human, Marmod, Black Diamond Corp, Sword Guard, Shell, or Pit Crew.

The objects on the table that represent things like trees, buildings, hills and other
features of the battlefeld are collectively referred to as terrain. In general, pieces of
terrain are passive objects that do not move or directly interact with other objects.
Reso soIv Ivin ing g Ru RuIe Ies s ls lssu sues es
In a p a perf rffffect ect ec ec ec wo wo world rld rr no no o ru uuules les es wo wo w uld uld u ev ever hav have aa mi mista stake ke nor no wo would uld th they ey be be int n erpreted in
mul ultip tip ip ple e e e e way way way wwa s. s. ss. s. Unf Unf Unf Unf Unfort ort oort ortuna una atel te te y, , thi this i s is n s not o the the caase se and nd occas casion ionall ally r y rule ules d disa isagre reeme ements n will
ari arise. se. IIn th th th th t ese ese eese e ca ca cases ses fr frst try try to so solve lve th the p e prob roblem emth t rou rough gh dis discus ussio sion w n with ith yo your opp oppone onent.
If I you you ab bsol so ute utely ly can cannot not ag agree ee ha h ve ve eac each p h play ay fi f p t p the h top top th hree re ca cards rd , tthen hen ad adds ds up u the
tot tal al num number ber of of esper per th hat at mat matche ches t s thei heir c r cadr adres es af fnit n y. y. The The pl playe ayer w r with h th the hhigh ig est est total
cho oose os s t s the h int interp erpret retati tion on to o use use. I . If b f oth oth pl laye ayers s hav ha e t e the h sam same t e tota ot l, l, bot bo h p h play layers ers fip
ano othe th r c r card ard un until til on one pplay layerr has ha a a hig h her her to otal tal.
Onc nce t e he e gam game i e s o over ve , cchec he k t k the h rul ulebo ebook ok aga gain in to o see se if if a a res esolu ol tio tion c n an an be be fou found. d. If If not
we enc n our ourage age yo y u t u to v o isi isit o t ur ur rul ru es es for fo ums um at at ww www.s w.soda dapop popmin m iat iature ures.c s.com mto to ask ask yo your
questi t on n or o see see if it it ha h s b been een an answe wered red vi via F a FAQ AQ or r Err Er ata ta.
Shar a in ingg ln lnfo form rmat atio ionn
Relic Kni night gh s i s is c s ons onside ered re an an oopen pen ggame ame. M . Mean aning ing th that t you yo sh shoul ould m d make ake e an an any a y y nd nd
all in infor format ma ion on ab bout ou yo your u cad cadre e ava av ila ilable b to to yoour ur opp oppone onent nt dur during ing ing th th the g e gggame ame ame ame ame. Thi hiss
mea eans n the they s y shou ho ld ld alw always ays be be ab a le le to t eas easily y se see hhow ow mu much H h HHeal eallth th th and nd nd nd nd He eeeeld ld ld l Esp sp sp sp s er er ee are are
cur rren rently ly on o aa mod model e s ttrac ra ker ker caard rd as s wel we l a l as l s ett etting ing ng th th them em mm rea rea rre r d y d y d y d y d your our ur ur ur ca cccc rds rds rds rds ds tooo ga ga ga ga gain n aa
bettter te un under dersta standi nding ng of of you your c r cadr adres es ac ctio tions s and and and ab ab ab bilitie tie tie tie ties. sss In n nn fac fac fa ffa t, t, t, t, t, we www hig hig hig hig highly ly ly ly y en eee cou co cou cou o rag ragee
bot oth p h play ayers e to to rread, ad, at le least a , t , thei he r o r oppo ppo pponen ne ne ts ts ts t s Kn KKKK igh igh igh igh ight c card ard ard ard ards b bbbbefo efo ef ef ef re e eee bat ba ba bb tle tle tle tle tle. K . . . nig nig nig nights hts hts hts s ha ha ha ha have e aa
lot t of of im mpac pact o on t n he he gam game a e nd nd bat bat battle tle tle es a s are re re re re muc muc muc muc mu h m h m h m h m h more ore ore ore ore fuuuun w n w n w n when hen hen hen hen boooooth th th h pla pla pla pla layer yer ye ye y s u s u s u s unde nde nde nderst rst rst rst tand nd
wha hat t t hey hey aare f e faci a ng. ng.
Tr Trai aiits ts s
Mod Models eeee po po po po posse eeeess ss ss ss ss qua qua ua ua ualit li lll ies es es es th ttt at at at aat def def def deffne ne ne ne n who who who who who an annnd w d w d w d what hat hat hat hat it tttt is is is is. T .. T Trai rai rai raits ts ttt are are are are us ssssed ed ed ed ed to ooo cla cl cl cl ssi ssi ssi ss s fy fy fy fy fy the he
mod model eeee and and and and and ex ex exxxpla pl pl ll in n nn n wha wha wha wha w t k t k t k t kind nd nd nd d oof o be be be being ing ing ing it it it it is ssss. T . T . T . TTrai rai rr ts ts ts t can can can ccan en eeee com com com com o pas as as aa s a s s ss mo mo mo mo m del el el ee s s s s rac ac ac ace, e, e, e, e the he
nam nam me o e o e o e o e of a f a f a f a f a spppppeci eci ec ec fc ccc mil mmmm ita ta ta ta tary ry ry ry r uni uni uni unit i ttt t i t i t i t is p s p s p s s art art art art art offfff, o , o , o , or a r a r a r a ge ge ge gener er er ee al al al a arc arc arc rr het het het het hetype ype ype ype yp it it ttt en en en ee com com om om mpas as as asses se se se s . A . A
mod mod dddel eeee s t s t s ttrai ra a ra ts s s ss are ar ar ar r us us us used eee to to to to det et eet e erm erm erm erm ermine ine ine ine ho ho ho ho ow i www t i t i t t i t s a s s s s fec fec fec fected ted tedd ted by bbbb ce ce ce ce erta rta rrr in in in in efe efe efe efe efects ct ct ct ct an an an an a d a d a d a d a abil bil bil bil liities, es,
oth oth herw erw er er er ise ise ise ise s th they ey ey ey are are are are e co co co co compl mpl mpl mpl mplete ete ete etely ly ly ly y pas pas pas assiv siv siv siv si e a e a e a e and nnnn pro pro pro provid id d id de n e e e o d o d o d o d o ire ire ire irect ct ct ct c gam gam gam gam g e e e e e e e fec fec fec fec fe t. Exa Exa Exa Exa Ex mpl mpl mp mp mp ees oof
tra tra aits its its ts inclu clu clu clude: de: de: de: de: Hu Hu HHu Human man man man, MMMMarm arm arm arm ar od, od, od, od, od Bllllack ack ack ack Di Di DDi D amo amo amo mo amond nd nd d Cor Cor Cor o Corpppp, p Swo Swo Swo Swo Sword d d d d Gua Gua Gu Gu Guard, rd, rd, rd, rd, Sh Shhhhell ell ell ell ell, o , o ,, rr P r P r P r Pit it ii Cre Cre C ww.
The The eee ob ooo jec jec jec jec e ts ttt on on on on the he he he h table ble ble ble ble th hhhhat at at t rep rep ep ep e res re rrr ent ent ent ent ent th hhhing ing in n in s l s l s l s l s like ik ik ik k tr tr tr tr trees ees ees ees ees, b , bb , buil lldin dings, gs, hi h lls ls an a d o d other
fea feaaaatur tur tur tu ures s s s s of of of of the the hhe he baaaattl ttl ttl ttlefe efe efe efe eld ld ld d are are are are co co co colle lle lle lllecccctivel vel vel vel vely r y r y r y r y refe efe efe efe eferre re eeed t d d dd o a o as t s terr errain ain. I In g n gene en ral ral, p , iec ieces e of
ter terrrai rai rrai rain a n a n a a n are re re e r pas pas pa pas a siv siv siv siv si e o e o e o e oobje bje bje bje b cts cts cts cts cts th hhhat at at at do do do do o not no no no mo mo mo mo move ve or or or o dir irect ec ly y int intera ract ct wit with o h othe ther oobje bjects ts.
78
asic RuIes
Terrain cannot be targeted by an action, sufer damage, or be destroyed.
Terrain cannot be activated or perform any action.
All terrain must be given a Size in the same manner as a model. This will determine if the
terrain blocks line of sight, how difcult it is for models to move over it, and will afect the
Armor it provides if it possesses the Cover trait. In general you can you can use the rough
guide of 1 in height equals 1 point in size. This is not a hard and fast rule though. We fnd
that it is best to go through each piece of terrain on the table with your opponent before
the game to determine its size.
Open Ground
Normal fat, unobstructed terrain is considered open ground. Open ground does not
hinder your movement in any way. The basic battlefeld is always considered open
ground, as is the horizontal surface of any piece of terrain (such as the top of a hill,
walkway, platform, or the foor of a building).
Elevation
Most terrain has an element of height to it and at some point a model will need to
traverse these vertical distances to get from the ground to the top of a Size 6 building or
move over a Size 1 barricade. In these cases vertical movement is required.
When a model encounters terrain that is smaller in Size than itself it may treat any
change in elevation as open ground, efectively ignoring the vertical distance moved.
This most often includes linear obstacles like jersey barriers, sandbags, crates, or small
leaps to the top of low platforms.
A model may also treat any change in elevation that is considered sloping or gradual as
open ground, like the edge of a hill, a ramp, or stairs.
Finally, changes of elevation that do not afect movement can be granted by specifc
features designated on the terrain, including ladders, turbo-lifts, or teleport arrays.
When a model encounters elevations that are sheer or equal in size to them or taller they
cannot simply ignore the vertical distance moved. In these cases a model must either
Climb or Scale the piece of terrain.

Climb: To make a Climb move a model must count the vertical distance they move (up
or down) in addition to any horizontal movement they make. The fnal, total, distance
moved cannot exceed the models Speed attribute for that movement.
TERRAIN
a asi sic c Ru RuuIe Ie Iesss
Ter errai rain c ccann ann an a ot ot ooot be be bb tar tar ar tar target et et et eted ed ed ed by bbby by an aaaa act act act act ac ion on on on, s , ss , sufe uf ufe ufe ufer d r d rr d r dama ama ama ama m ge, ge, e, ee or ooo be be be be be de de de destr str str stroye oye oye oye ed. d. d. d.
Ter errai rain c ccccann ann an aa ot ot ot ot be be bbe act act act activa va va ivated ted te te e or or or or pe pe pe p rfo rfo rfo rfo orm rm mmmany an an an ac ac ac actio tio tio t n. n. n. n
All ll te te eeerra rra aain in in in in mus mus us us ust b t b t tt e g e g e g e g e give ive iiven a n a n a n a n a Si Si Si iize ze ze ze ze iin the the the the th sa sa saaame mmmm man ma ma man ma ner ner ner ner ner as as aaaaa mod mod mod mod model. el. el ee Th Th TThis is is wil will d l dete termi rmine ne if i the th
ter errai rai ai a n b n b bbbloc loc lo lo ks ks ks ks ks lin lin lin li e o e o e o e f s f s f s f sigh gh gh igh ght, t, t, t, t how how how how owdi i di ifcu fcu fc fc fc lt lt lt ltt it it it it iis for for for for for mo mo mo odel de de de d s t s t s tto m o o ove ove o ov over er it, , an and w d will ill af fect ec th t e
Arm rm mmmor ooo it it it it t pro pr ppp vid vid vid vid vides es if if if if it it it it pos pos os os osses ses ses sesses ses ses ses es hhh th he C e C e C e C e Cove ve ve ve ver t r rrr rai rai raai ait. t. ttt Inn gen ge ge era eral y l ou ou can can yo you c can an use use th the r e roug ou h
gui uide de de e of of of of of 1 1 1 1 in n in n hei hei he he he ght ght ght ght h eq eq eq equal ual ual ual ua s 1 111 po po po point nt nt int n in in nn in si si si siize. ze ze Thh This is iis not not a har hard a d and nd fas fast r t ule ule th t oug ough. We We fnd
tha hat i t i t i it i t is b s b s b s b s best est est estt to to to to to gooooo th th th th hrou ou ou oo gh gh ggg eac eac eac eac e h p h p piec iec iece oof t f terr rrain ain on on th t e t e tabl able w e with h yo your r opp oppone on nt nt bef be ore
the he ga gggg me me me me me to to to det det det det de erm rm rm rm rmine ine ine ine e it it its s ss ize ize z ..
Op Open en ennn GGGGGro ro r un undd
Nor ormal mal fa fat, uno un bst bstruc ructed ted te terra rr in n is is con onsid sidere ered oopen pen gr g oun und. d Ope Open g grou round nd doe does not
hin inder de yo your mov movem ement nt in i any any wa way. y The The ba basic si ba battl t efe efeld d is is alw lways a co consi sider de ed ed ope p n
groound und, a , as i s is t s the he hor ho izo zonta ntal s l surf urface ace of of an a y p y piec iece o e of tterr er ain in (s ( uch uch as s th the ttop op of of a h a hill,
wal alkwa kway, y, pla platfo tform, m, or o th the f e oor oor of f a a bui buildi lding) ng).
Elev evat atio ionn
Most terr errain ain ha has aan e n lem lement nt of o he heigh ight t t to i it a t and d at a som some p poin oint a t a mo model del wi will nee need t to
traverse e the th se se ver vertic tical a dis distan tances ce to to ge g t f t from romth the g e grou round nd to to the the to op o p of aa Si Sizze 6 b 6 buil ildin ding o g orr
move oover ver a Siz Size 11 ba b rri ricad ca e. e. In In the these s cas cases s ver ve tic ical al mov moveme ement n iss req re uir uired. ed.
When aa mo m del del enncou co nte nters ter terrai ain t n hat hat is sm small ler er in Siz Size t than han it itsel self i f it m t may ay tre reeat at at any any
change e in in el leva evatio on a n s o s open pen gr g oun und, d efe efecti tivel ve y i y igno gnorin ring t g the he ver ertic ti al al dis dd tan tan tancce mov mov mo mo mo ed. ed.
This m s ost ost offten ten innclu cludes des linea near o r obst bstacl cles es lik ke j e jers rsey ey bar barrie riers, rs, ssandb ndb ndbags gs ggs, c , , rat at aaates, es eee or or or r sm small all
leaps ps to o the th to top o p of l f low o pla platfo forms rm .
A m mode odel m l may y als al o t o trea re t a t any n cha change ge iin el eleva eva evatio tio tio on t n t n t that hat hat hat ha is ssss co co co co consi si si si sider de de de d ed ed ed ed slo slo slo slo slopin pin pin pin ping oooor g r g r g r grad ad ad aa ual ual uuu as as
ope pen g n grou round, d, li li e ke the the ed edge g of of a h a hill ill ill, a , a , ra ra ra ramp, mp, mmp, m or or or or or stair air air air airs. sss
Fin nall ally, cha change nges o s o of e f e f elev ev vvati at at at t onnnnn tha tha tha tt t d t d t d t d do n o nn o nnot ot ot ot o afe afe afe fe fecccct c mo mo mo moveme eme eme eme ement t t t can can ca ca be be be be gr gr r gr grant an an an an ed ed ed ed ed by by bb spe spe spe spe sp cif cif iif i cc
feaatur tu ess des des d ign ign ign ignate eeeed o d o ddd n t n t nnn the hhhh ter ter ter ter e rai rr n, n, nnn, inc inc inc inc i lud lud lud lud luding ing ngg la la a ladde de de de d rs, rrrr tu tu tu turbo rbo rbo rbo-li -li -li -lifts ft ft ff , o , o , o , o or t r r r ele ele ele ele l por por por por p t a t a t a t arra rra rrays. ys. ys. ys. ys.
Whe When a n a a mo mo mmm del del de de del en ee cou cou cou ou unte te te tters rs rs rs ele ele le levat va vvv ion ion ion ions t s t s t s that hat hat hat ar rrre s e s e s e sshee ee ee ee eer o r o r r r eeeequa qua qua qual i l i l i ll n s nnn ize ze ze z to ttt th th th tt em em ee or or or rr tal tal lller ler lerr th hhhhey ey ee
can annot not n si si si si s mpl mpl mpl mpl mp y i y i y i y i y igno no no nore re rr the the the the the veeeerti rti rti rti t cal al al al di di di dista ta aaance nc nc nc nc mo mo mo mo moved ed ed ed d. I . . . n t n t tthes hes hes h e c e c e c e c e case ase ees a s a s aa mo mo mo mmodel del del del del mu mmmm st st st st s eit eeee her her hh
Cli imb mb mb mb or or or or Sca Sca Sca Sca S le le le ee the the the the e pi pi pi pi piece ce ce ce of ooo te te te terra rra rr rr r in. n. n. nn
Cli limb: mb: mmm To To To To T ma maa ma make ke ke ke ke a C a C a C a C a Clim lim lim limb m b m b m b move ove ove ve ove a mo mo mod mo mo el el el el mus mus mus musst c t c t cc t coun un un un unt t t t t he he he he h ver ver ver ver vertic tic tic tic t aaaal dis dis dis dis i tan tan tan tance ce ce ce e the he he he hey m y m yy m y ove ove ov (u (up p
or r dow dow dow ow wn) n) n) n) n) iiin add add add add ad iti ti ti tion on on on to to oo o any any any any y ho ho o ho oriz zzzont on on n al al al al mov mov mov mov moveme eme eme me ment nt nt nt nt the the the ey m y m y m y make ake ake ake ake. T TTThe he he he h fna na na nal, l, l, tot otal, al di dista st nce nc
mov ov vved eeee can ca can can cannot not not not ex ex excee cee cee cee e d t tttthe he he he h mod mod mod mod model l s S s S s S s SSpee pee ee eed a d d dd ttr ttr ttr tt ttribu ibu ib ib te te te te e for for for for f th th th th haat mo mo mov mo mo eme eme ement. t.
TTTTTTTERRAINNNNN
79
When making a Climb move, the models vertical movement cannot exceed the models
remaining movement i.e. if you cannot reach a fat surface to place your model you
cannot make the climb. Nor can you combine your initial move with your follow-up
move to reach the top.
Example: A model with a Speed 10 initial move wishes to climb a 4 tall building. The
model spends 4 moving into contact with the building. It then spends 4 to climb to the
top of the building. Now at the top of the building it still has a remaining 2 of movement
it can use to get into better position.
Scale: Occasionally a model will be confronted by a piece of terrain so tall that they cannot
climb it. In these instances a model can Scale the terrain. To make a Scale move a model
must move into contact with the piece of terrain it wishes to scale. It must then spend both
its action and its follow-up move to scale the terrain. Place the model at the top (or bottom,
if it was scaling down) of the piece of terrain regardless of its height.
FaIIing: Of course if a model is ascending great distances there is always the risk of
plummeting to a messy end. If a model is subject to a forced move that causes them to
change elevations they sufer Falling damage as outlined below:
If a model falls from a height whose size was equal to or greater than their own size they
sufer 3 Damage.
If a model falls from a height whose size was twice their own size or greater they sufer
5 Damage.
A model will never sufer falling damage from a piece of terrain that they would not have
had to Climb or Scale. In these cases the height was either not sufcient or the slope to
gradual for them to be harmed.
Note that a model may not voluntarily cause itself to fall through normal movement or
extra free movement granted by an action.
When m maki king ng a C a Clim limb m b move ove, t , the he mod model el s v vert er ica c l mmove ovement cannot exceed the models
remmain aining ing ng ngg mo mo mmovem vem vement ent nt i. i.e. e. if if you you ccanno nnot r reac each a h a fa fat s t surf urface ace to to pl place ace yo your ur model you
can cannot not ot ot o ma ma a ma make ke ke ke ke the the he he h cl climb imb mb mb mb. N . NNor or can can yo you c u comb ombine ine yo your ur ini initia tial m l move ove wi with t you your f foll low-up
mov move t e t e tto r o r o r o r o eac eac eac eac each t h t h t h he he he h top top.
Exa Exampl mple:: AA mod model e wit with a h a Sp Speed ed 10 0 in initi i al al mov move w e wish ishes e to to cli imb mb a 4 a 4 t all all bu b ild ilding ing. The
mod mo el el spe spends nds 4 4 mmovin ving i g into nto co onta nt ct ct wit w h t h the h bui buildi ing. ng. It t th then en spe spends nds 4 to to climb imb to the
top top of of th the b e buil uildin ding. g. Now Nowat at th the ttop op of f the th bu build il ing ing it st still ill ha has a s a re remai ma nin ning 2 g 2 o of m f move ovemen m t
it can can us use t e to g o get et int into b o bett etter er pos positi ition. on.
Scaale: e: Oc O cas ca ion ionall ally a y a mo model el wi w ll l be be con o fro fr nte nted b d by a y a pi piece ce of of te terra rain in so so tal tall tthat hat th hey ey can annot n
climb b it. it. In n th these ese in insta tance nc s a s a mo model de ca can S n cal cale t e he he ter terrai rain. n To To mak make a e a Sc Scale ale mo move ve a m a mode od l
must m t move ove in into to con contac tact w t with ith th the p e piec iece o e of t f terr errain ain it it wi wishe shes t s to s o scal cale. e It It mus must t t then hen sp spend end bo both th
its actio tion a n and nd its its fo follo llow-u w-up m p move ove to to sc scale ale th the t e terr errain ain. P . Plac lace t e the he mod model el at at the the to top ( p (or or bot bottom tom,
if it was was sc scali aling ng dow down) n) of of the the pi piece ece of of te terra rrain in reg regard ardles less o s of i f its ts hei height ght..
FaIIinng: g: Of Of cou course rse if f aa mod model e is is asc ascend ending ing gr great eat di dista stance nces t s ther here i e is a s alwa lwa w ys ys ys the the the the ri risk sk oof
plu umme mmetin ting t g to a o a me messy ssy en end. d. If If a m a mode odel i l is s s subj ubject ect to to a for forced ced mo move ve ve tha tha tha at c t c cccau au aus au auses es es es e the the th hem t m to
cha ange nge el eleva evatio tions ns the they s y sufe ufer F r Fall alling ing da damag mage a e as o s outl utline ine ed b d b d belo elo eloow: w: w: w
If a m a mode odel f l fall alls f s from roma a hei height ght wh whose ose si size ze was was was eq eq eq eq qual ual ual ual al to to to to to or or or r gr gr gr gg eat eat eat eat eater er er ee tha tha tha ha han t n t n t n t n thei hei hei hei h r o r o o r own wn wn wn n siz siz siz siz ize t e t e t e e hey hey
suf ufer er 3 D 3 Dama amage. ge
If f a m a mode odel f l fall alls f s from rom om aaa hei hei he he height ght ght ght ght wh wh wh wh whose ose ose ose ose si si iiize ze ze ze was was wa was was tw tw tw tw wice ice ice ice th th th h their eeir eir e ow ow ow ow own s n s n s n size ize ize ize or or or or gr gr gr gr g eat eat eat eat ea er er er er the the the they s y s y s y s y ufe uf uf ufe f rr
5 D 5 Dama amage. ge. ge.
A m A mode ode de de odel w l w l w l w l will ill ill i ne ne ne never ver ver ver ver su su su su sufer fer fe fer fer fa fa fa falli lli lli lling ng ng ng dam dam dam damage age age age fr fr fr from om mmma p a a a a iec iec iec iec iece o e o e o e o e f t f t f t f tterr err err err errain ain ain ai ain th th th th hat at at aa the the the the they w y w y w y w y oul oul oul ou ou d n d n d n d n d not ot ot ot hav ha hav hh ee
had had to to to to Cl Cl Cl C imb imb imb mb mb or or or or Sc Sc Sc Scale ale ale ale al . I IIIn t n t n t n t n thes hes hes hes ese c e c e c e case ase se ses t s t s t s the he he he h hei hei hei hei height ght ght ght gh wa wa wa w s e s s s ith ith ith ith t er eeee not not not not not su uuufci fci fci c fc ent ent ent ent ent or or or th th th the s e s e s e sslop lop lop lop lope t e too
gra gradua dua ua dua dual f l f l f ll for or or r the the the th th m t m t m t m tto b o b o b o b be h e h e h e harm arm arm armed. ed. ed. ed. ed.
Not Nottte t e t e t e that hat hat hat a aaaa mod mod mod mod model el el ell may may may may no no no not v t v t v tt volu olu olu olunt nta nt nta ntaril ril ril ri ri y c y c y c y caus aus aus ause i e i e i e itse tse tse se tself lf lf lf l to to to to fal fal fal fal all t l t l t l t l hro hro hro hro hrough ugh ugh ugh ugh no no no no n rma rma rma ma mal m l m l m l m l move ov v ov ov men men m t o t or
ext ext xtra ra ra ra ra fre fre fre fre ee m e m e m e m e move ove ove ove v men men men ment g t g t g t gran ran ran ran nted ted ted ted by by by by an an an an ac ac a tio tio tio tio tion. n. nnn
80
Terrain Traits
In addition to the basic rules for interacting with terrain you may assign individual pieces
specifc traits to further enhance how it impacts the game. Each piece of terrains traits
must be defned before the game begins.
Broken Ground: The broken ground trait is used to defne terrain that causes uneven
footing or is otherwise uncommonly slow or difcult to move through. This can include
water features, particularly treacherous ruins, or even the cautious movement through
a minefeld. Models ending their action in terrain with the broken ground trait cannot
make a follow-up movement.
Cover: The cover trait is used to defne a piece of terrain that provides protection from
ranged attacks. If an object with the cover trait is between a model making a ranged
attack and its target, that target may gain cover. Cover is granted based on the size
diference between object providing cover and the target of the attack. If the size of the
cover is equal to or exceeds the size of the model, the model is considered blocked by
the cover, and the attacker cannot draw line of sight to the target. If the targets Size is
one point higher than the cover the target receives the Armor ability with a rating of 2
or has its existing Armor increased by 2. If the targets Size is two points higher than the
Size of the cover, the target receives +1 Armor. If the targets Size is three or more points
higher than that of the cover, they do not receive any bonus from the cover.
Example: Calico Kate (Size 4) is hiding behind a low wall (Size 2); Kates Size is two points
higher than that of the cover, increasing her Armor by 1. If Sebastian (Size 6) was hiding
behind the same wall, he would gain no beneft since his Size is 3 or more points higher than
that of the cover. If Skully (Size 1) was also hiding behind the same wall, enemy models could
not trace line of sight to him since the covers Size is higher than his own.
0oes Not Iock LoS: Objects with the Does Not Block LoS trait do not block line of sight.
Model: The model trait is used to defne a piece of terrain that can be destroyed and/
or perform actions. Some examples might include gun turrets, doors, random stacks of
explosives, and so on. Terrain with the model trait must have a number of health boxes
defned, and may have other special rules as well.
Special: The Special trait is a catch all for any and all special rules that apply to a object.
This is where the rules for a conveyor belt, energy shield, and anything else would go.
This does not cover all potential types of terrain, but these are the foundations you
should build your terrain rules on. Complicated terrain requires specialized rules, and
you and your opponent should strive to make the terrain on your table as interesting
and involved as you would like it to be.
Terrain Tr Traits ts
In add d iti tion on to o the th ba basic sic ru rules les fo for i r nte nterac ractin ting wwith ith te terra rr innn you you yo ma maay a aaassi ssss gn n nn ind in in n ivi ivi ividua dua dua dua al p l piec ieces e
spe ecif ci c t c trai ra ts s to to fur furthe ther e r enha nhance nc ho how i w it i t impa mpa mpacts cts c th th th the g e g e g e g e game am am am am . E . E . E . E . ach ach ach ach ach pi pi pi pi p ece ce ce cee of oooo te te te te t rra rr rr rr rr in n nns t s t ss s rai aits ts
mus ust b t be d e defn efned ed bef before ore th the ggame ame e be be begin in ins. s. s. s
Bro roken ken Gr G oun ound: d: Th Th The b e b brok ro ro o en en en en n gro gro gro gro ground un un un un tr tr tr tr t ait aaaa is is is is us uuuu ed ed ed ed ed to tttt def def def defne e e e ter te te te rai rai rai ra ra n t nnnn hat hat hat hat hat ca aaause use use s s uuunev nev nnn en en
foo otin ting o g or i r r s ooothe the therwi rwi rwi rwi w se e unc un un un un omm omm omm omm onl onl onl onl only s y s y s y slow low low low low or or or or di ddd fcu fcu fcu fcu culllt l to to to to to mov mov mov mov move t e e e e hro hro hro hro rough ugh ugh ugh u . T . T . T . T This is is s ca ca ca ca c n i n i n iincl nc nc nc nc ude ude
wat ater e fea fea featur tur tt es, es, es, es, es, pa aaaarti rti rti ti icul cul cu cul larl arl arl arl arly t ttttrea rea rea ea eache he he he herou rou rou rous r s r s r s ruin uin uin uins, s, s or eve eve ev ev ev n t n t n t n the he hh cau cau cau cau cautio tio tio ous us us us mov mov mov mov moveme me me me ment nnn thr thr thr thr throug ooug o h h
a m mine inefel fel fel fel feld. dd Mod Mo Mo Mo Mo els els els els els en nnnndin din din din ding tt tt thei he he he h r a a aacti ct ct ct on on on on on in iii ter ter ter ter terrai rai rain w n w n w n w n ith th th th th th th tth t e b e b e b e bbrok rok rok roken en en en en gro ro ro ro round und und und und tr tr tr tr trait ait ait ait t ca ca ca ca c nno not t
mak make a e a fo fo fo foollo lllo llow-u w-u w-u w-u up m mmmove ove ove ovemen men mmen m t. t. t. t.
Cov ovver: eeee The The The The Th co co co co cover ver vvv tr tr tr tr trait aaaa is is is is s us uuuu ed ed ed ed ed to tttt def def def def de ne e e e e a p a p a a iec iec iec iec iece o ee o e o e of t f t f t f t f terr err err err e ain ain ain ain ain th hhhhat at t at at pro ro rovid vi vi es es pro protec tectio on f n rom om
ran nged ged ed ged ged at at t at attac tac tac tac cks. ks. ks. ks. If fff an an an n ob ob ob ob objec je je je e t w t w t w t w with ith ith ith th th th th the cccccove ov ov ov r t r t r ttrai ra ra ra ra t i t iis b s b s s s etw etw etw etw et een een aa mod model l mak making ing a ran ra ged g
att ttack ac cc an an an an and i d i d i dd ts ts ts ts ts tar tar tar tar t get get get get g , t tttthat hat hat ha h ta ta ta ta arge rg rg rg rg t m t m t m t m may ay yy y gai ga ga ga ga n c n c ccove ove oove o r. rr Cov Cover er is s gra gr nte nted b d base as d o d on t the he siz s e
dif ifere er er r nce nce nce nce nce be eeetwe tw tw tww en en en en en obj obj obj obj object ec eccc pr pr pr pr p ovi ov v ov ov din din di di ding c g c g c gg ove ove ove o r a aand nd the the targe rget oof t f the he att attack ack. I . If the he siz ze o e of the
cov over er eee is s s s equ equ equ equal al al al a to tttt or or or oo exc exc exc exc exceed ee ee e ee s t s t ss t s he hhhh siz siz size o e of t f the h mod model, el, th the m e mode del i l s c cons onside idered ed bl b ock ocked e by
the he co cccc ver ver ve ve ver, a , , , nd nd nnd nd the the the the the at at at at attac acccker ke ke ca canno nnot d t draw aw lline ne of o sig sight h to to the the ta targe get. t. If the the ta arge rg ts s Si S ze is
one ne po po point int int in int hiighe ghe ghe ghe gher ttthan ha ha th the c e cove over tthe he tar arget get re recei c ves ves th he A e Armo mor aabil bility y wi with h a r a rati ting ng of 2
or r has ha it it tts e s e s exis is i tin ting A g Armo rmor i r incr ncreas ea ed ed by b 2. 2. If If the he ta t rge rgets t Si Size z is is two two po point nts h s high gher e tha than the
Siz ze o e of tthe he cov over, e th the t e arg arget e rec receiv eives es +1 1 Arm Armor. or. If th the t e arg argets S s Size ize is is three ree orr mo m re e poi po nts
hig igher he th than a tha that o of t f the he cov co er, er, th they ey do d not not re ecei ceivee any an bo bonus nus fr from mthe th co cover ver.
Exa xampl mple: e: Ca alic lico K o Kate at (S (Size ize 4) 4) is is hi idin ding bbehi eh nd nd a l a ow ow wal all ( l (Siz ize 2 e 2); ; Kat Ka es s Si Size e is is two two po p int n s
higher he th than a tha that oof t f the he cov co er, er, in incre reasi as ng ng her her Ar Armor or by by 1. 1 If Se Sebas bastia tian ( n (Siz Size 66) w ) was as hid h ing i
beh hind in th the s e ame ame wa wall, ll, he e wo w uld uld ga gain in no n ben beneft ft si s nce ce hi h s SSize iz is is 3 3 or mo more p e poin o ts ts hig higher her th han a
that of tthe he cov over. er Iff Sk Skull ully ( y (Siz Size 1 e 1) w ) was as als also h o hidiing ng beh ehind in th the s e ame ame wa wall, ll, en nemy emy mo model els c s coul uld
not trace ce li line e of of sig sight ht to him himsi since nc th the c e ove overs r Si Size ze is s hig higher er th t an an his his ow own.
0oes N Not ot Io Iock ck LoS LoS: Obj Object ects w s with th th the D Does oes No Not B Bloc lock L LoS oS tra rait it do o not not bl block ock li line n of of sig sight. ht.
Model:: Th The mmode odel t l trai it i t is u s used sed to to de d fne fne a pie piece e of of ter errai ra n t n that hat ca can b n be d e ddest est estroy roy ro roy oyed ed ed ed ed and nd//
or per pe for orm a m acti ctions ons. S . Some me exxamp amples les mi might gh in inclu cl de de gun gun tu t rre rets, ts do do doors ors o , r , r , , rand and and and andom omm omm sta sta t sta acks cks cc of of
exp plos lo ive ves, s and and soo on on. TTerr er ain in wi w th th the the mo model del ttrait ait mu must st hav hav have a e a e nu nu nu nu numbe mbe mbe mbe mber o r o r o r r f hhhhheal ea ea ea e th th th th h box box bbb es es
def fned ned, a , and nd may may ha have ve oth other er spe specia cial r l ule ules a s s w s well elll..
Spe pecia cial: l: The The Sp Speci cial al tra rait it is a c a catc atc atch a h a h all for for for for for an nnnny a y a y a y a y and dddd all al al al a sp sp spppeci ec ec ec al al al al al rul ru ru ru ru es es es es s tha th th th t t a t a t a t a t ppl ppl ppl ppl pply t y t y t y t to a o a o a o a ob ob ob objec jec ec e t. t.
Thi his i s is w wher he e t e the h rul rulees for for for a con con con nvey vey eyy eyor oooo bel bel be bel be t, tttt ene ene ne ene energy rgy rgy gyy sh sh sh sh hiel el el el e d, d, d, d, and nnd nd n aan an a yth yth yth yth ything ing ing ing el eee se e e e wou wou wwou wo ld ld ld ld ld go. go. go. go. o.
Thi his d s oes oes oes no ooot c t c t c ccove ve vve ver a r rrr ll ll llll pot pot pot pot potent ent ent en en ial al alll ty ty ty y types pes pes pes e of ooo te te te terra rra rr in, in, in, in, i buuuut t t t t t t thes es es ese a e e e e re re re re re the the the the the fo fo fo found nd nd nd dati aaa ons ons ons on ons yo yo yo y u u
sho hould u bu bu bu u build ild ddd yo yo yo yo your rrrr ter te te te te rai rai ai ai ain r n nn ule ule ule ule ules o s o s o s o s nn. n. nn Com Com Com Com ompli pli pli pli p cat cat cat cat cated ed ed ed ter ter ter te rai ai ai ai ain r n n nn equ equ equ quire ire ire ires s s s s s s s s pec pec pec pecial ial ia ia a ize ze ze ze ed r d d d d ule ule ule le les, s, s, s, s and and ann
you ou aand y d y d y d y d your our ur ur u op op oop oppon pon pon pon ponent nt nnt nt sh sss oul oul oul oul o d s d s d s d s d stri tri tri trive ve ve ve to to to to mak mak mak mak ke t e t e t e tthe he he he h ter er er errai rai a raa n o o oon y n y n y n y your our our our our ta aaaable ble ble e le as as as aa in in in ii ter ter er e est es ees ing ing in n in
and nd in ii vol vol vol vo volved ved ved ved ved as as as as as yo yo yo you w u w u w u woul oul oul oul ould l d l d l d like ike ike ike e it to to to to bbe be be be...
81
Determine a Scenario
After the size of the game has been determined and each player has selected their cadre,
the players will determine their scenario. Scenarios provide players unique objectives
they must accomplish to achieve victory.
To select a scenario, one player shufes their Esper Deck and chooses a card randomly.
The primary Esper type on the card determines what scenario is played. If a wild card is
chosen, the player drawing the card chooses the scenario. If a void card is drawn, the
opposing player chooses the scenario.
Victory Conditions: Each scenario has diferent conditions that determine the winner.
Scenario details and specifc victory conditions are discussed for each scenario in the
Scenarios section.
Relic Hunt
Tear Down
the Walls
Esper Wells
Esper
Corruption
Vital Resources
Daring Rescue
Opposing
Players Choice
Drawing
Players Choice
SCENARIOS
De Dete te erm rmmin in in in i eee ee aaa Sc Sc Sc Sc Scen en en en enar ar ar ar a io io io ioo
Aft After er the the the the he si si si ss ze ze ze ze e of of of ff the the the the he ga ga gggame me me me me has has has ha has be be be be b en en en en det det det det d erm erm erm erm ermine ine ine ined a d a d a d and nd nd nd nd eac eac eac eac ach p h p h p h p h play lay lay layer er er er has has has has s se se se seelec lec lec lec lected ted ted ted ted th th th th their eir eir eir ca ca ccc dre dre, ,
the the pl playe aye aye aye ayers rs rr wil wil wil wil will d l d l d l d l dete ete ete ete etermi rmi rmi rm ne ne ne ne ne the the the the their ir ir ir sce sce sce sce scenar na nar na nario. io. io. o. Sc Sc Sc Sc S ena ena ena ena nario rio rio rios p s p s p s prov rov rov ov o ide ide ide ide pl pl pl playe aye aye aye ayers rs rrs uni uni uni unique ue que ue ob ob ob ob objec jec jectiv tives es
the they m y m y must ust ust ust ust ac c ac ccom com com co pli pli pplish sh sh sh to to to to t ach ach ach achiev iev ev ievve v e v e vvvict ict ict ctory ory ory ory.....
To To sel sel el e ect ect ect c a a a aa sce sce sce sc sc nar nar nar nar nario, io, io, io, on n on on ne p e p e p e pplay lay lay lay la er er er er e shu shu shu shufes fes fes fes fe th th th th heir eir eeir ei Es Es Es Es Esper per per per e De De De De Deck ck k ck ck and and an ch choos ooses es a c a card ard ra rando ndomly m .
The The pr pr pr p ima ima ima ima mary ry ry Esp Esp Esp Esp Es er er er er typ typ typ typ ty e o e o e o e o e on t n t n t n the he he he e car car car car card d d d d d d d d dete ete ete ete etermi rmi rmi rmi rmines nes es ne ne wh wh wwhat at at sce scenar nario io is is pla played yed. I . If a f a wi wild ld car ca d i d s
cho chosen sen sen en en, , t , t , t , the he he he he pla pla pla player yer yer yer yer dr dr dr drawi awi awi awi aw ng ng ng ng n the the the the he ca cca ca card rd rd dd cho cho ccho choose s oses t s tthe he sce scenar nario. io. If If a voi void c d card ard is is dr drawn awn, tthe
opp pp posi osi osi osi o ng ng ng ng pla pla pla pla ayer yer ye ye ye ch ch ch ch choos oos oos oos o es es es es es the the the the e sc sc c sc scena na ena n rio rio rio.
Vic Victor tor ory C y C y C y C y Cond ond on on on iti iti ti iti itioons ons ons:: Eac Eac E h s h scen cenari ario h o has as dif difere erent nt con co dit dition ions t s that hat de deter termin mine t e the he win winner.
Sce Scenar nario io io ii det det ddetail ails a s and nd spe specif cifc v c vict ictory ory co condi nditio tions ns are are di discu scusse ssed f d for or eac each s h scen cenari ario i o in t n he
Sce Scenar narios iios se secti ction. on.
Re R li lic c Hu Hunt n
Te Te Te Teear aaaa DDDDDow ow ow ow o nnnnn
th th th th the eee Wa Wa Wa Wa Wall ll llllsssss
Es Es Es EE pe pe ppe p r rr rr We We We W ll llss
Es Es Es Es Espe peeeer rr
Co Co Co Co Corr rr rr rr rrup up up up upti ti ti ti tion on onn
Vi Vi Vi Vita ta ta ta al lll Re RRR so so so so sour ur ur urce ce ce cessss
Da Dari ring ng RRes escu cuee
Op Op Opppo po po po posi si si siing ng nggg
Pllay ayer ers s CCCCCho ho ho hoic icccceeeee
Dr Drawwin ingg
Pl Play ayer e s s CCho hoic ice
SSSSSSSCCCCENARIOOSSSSSSSSSSS
109
Game Type Corruption Points
Encounter 2
Skirmish 3
Clash 4
Battle 5
Esper Corruption - Corruption
Wielders of esper know that it ebbs and fows across the universe, sometimes pooling
in wells of powerful energy. These wells and fows are attuned to an aspect of esper,
granting those of a like energy great power. Knights often attempt to corrupt fonts of
esper, twisting it to their own energy or snufng it out entirely.
Setup: After terrain has been placed, an objective marker is placed at the center of the
table. After the objective has been placed, players determine who will be the frst player.
The frst player is the attacker in the scenario trying to corrupt the objective and their
opponent is the defender trying to stop them. Players then deploy normally.
Objectives: Amass Power (Attacker), Wipe Them Out (Defender)
Scenario Rules: When a model is directly on top of the objective marker, it can interact
with the esper well, either corrupting or purifying it. An attacking model that has Held
Esper can take a special Interact action when it is directly on top of the objective marker.
When it does so, the acting model loses one Held Esper and the objective marker
receives one point of corruption. Likewise, a defending model that has Held Esper can
take a special Interact action when it is directly on top of the objective marker. The
defending model loses one Held Esper and one corruption point is removed from the
objective marker. This Interact action can be the only action of that models activation.
A model cannot spend more than one Held Esper at a time when interacting with the
objective marker.
Victory Conditions: The attacker achieves victory if the objective marker receives a set
amount of corruption points, determined by the size of the game (see below). If all of the
attackers models are removed from play, the defender has won the game. In addition, if
the attacker is unable to receive Held Esper by any means, the defender has won the game.
Gam Gammmme T e T e T eT eTyp ype ype yp y Co Co Co Corru ru ru rupti pti pti pti p on on on on Poi Poi Po Poi Po nts nt nt nt n
Enc Enc ccoun ou ou ou ter ter ter ter 2
Ski Ski kirmi rmi rm rm rm shhhhh 3
Cla Cla aaash sh sh sh s 4
Bat Bat t attle tle tle tle 5
Espe perr Co Corr rrup upti tion on -- CCor orru rupt ptio ionn
Wie elde ld rs rs ss of of ooo esp esp eesp espeeer kno kno kno know t w t ww hat hat hh it it eb ebbs bs and nd fo fows ws acr cross os th the u e univ nivers rse, e, som ometi etimes m pooling
in wel we ee ls s of of of of of pow pow ow ow owerf erf erff erful ul ul ul ene ne nergy rg g . T . Thes hese w e well ells a s nd nd fow fows a s re re att attune uned t to a o n a n aspe spect ct of f esper,
gra granti ntinggggg tho tho tho tho those se se s of of a l a like ike en energ rgy g y rea reat p t powe ow r. r. Kni Kn ght ghts o ofte ften a atte tt mpt mpt too co c rru rupt p fon fo ts of
esp esper, er, rr tw wwist isting ng it it to to th their ir ow o n e n ener nergy gy or r snu sn fng fng it it ou o t e t enti nt rel re y. y
Set etup: up Af After ter te terra rrain in has has be been n pla placed ced, aan o n obje bjecti c ve ve mar marker ke is s pl place ced a d t t t the h cen center er of o the
tab ble. le. Affter ter th he o e obje bjecti ct ve ve has has be been n pla pl ced ced, p , play layers ers de deter ermin m e w e who o wil w l b be t e he he frs f t p t play la er.
The e fr f st t pla pl yer yer iis th the a e tta ttacke cker i r in t the he sce cenar nario io try trying ing too co c rru rupt p the the ob bjec jectiv ive a e nd nd the t ir
opp pone onent nt is i the the de efen fe der der tryin ying t g to s o stop top th them. m. Playe ayers the then ddepl ep oy oy nor normal ma ly. y.
Object ec ive ives: Ama Am ss ss Pow Power er (At Attac ta ker ker), ) Wip Wipe T e Them hemOu Out ( t (Def Defend nder) e
Scenar na io io Rul Rules: es Whe When a a mo model del is s di direc rectly tly on n to top o p of t f he he obj o ect ective ive ma m rke rkerr, it t can ca in inter te act ac
with t the e esp es er er wel well, l eit e her her co orru rrupti pting ng or or pur purify ifying g it it. AAn a n atta tacki ck ng ng mod model e tha hat h t has as Hel Held d
Esper r can an ta t ke ke a s a pec pecial I Inte nt rac ract t act action ion wh whenn it it is dir direct ectly ly on on top top of of th the o e obje bjecti ctive vv ma mar m ker ker.
Whe en i n t d t does oes so s , tthe h act acting ing mo model del lo oses se on one H e Held el Es Esper per an and t d the h obj obj obj ject ct ct ctive iv v iv v ma ma mmm rke kerr
rec ceiv eivess one on po point t of of co orru rr pti ption. o Li Likew kewise ise, aa de defen endin ding m g mode ode el t l that hat hat t ha aaas H s H s H s H s Held eld eld el eld Esper per pe per p caann
tak ke a e a sp speci e al al In I ter eract a a acti c on on whe when i n t i t is d s ire irectl c y o y on t n ttop op opp of of of of the the the the t ob ob ob ob objec ec eccctiv tiv tiv tiv tive mm mmmark ark ark ark ker. er. er. er. er. Th hee
def fend en ing ing moodel de lo loses ses on one HHeld e Es Esper per an and o d one nn cor cor cor orrup up up up uptio ti i ti t n p n p n p n poin oin oin oint i t i t i t i t is r s remo em em em em ved ved ved ved ved frrom om om oo the he
obj bject ec ive ve ma marke rker. Thi This I s Inte nteracct a t acti tion on can can can be eee th th h th he ooooonly nl nnn ac ac ac ac actio tio tio tt n o n o n o n o n of t f tttthat hat hat hat hat mo mo mo mo m del del del dd s s s s act act aact a iva iva iva iva ivatio tion. n.
A mmode odel c l cann annot ot spe spend nd mor mo e t e tthan han han on ooo e H e H e H e H e Held eld eldd eld Es Es s Es Esper er er er e at aaaa a a a a tim tim ti ti i e w e w e w e w e when en en en en iiinter ter ter ter teract act act acting ing ing ing ing wi wi wi with th th th h the he
obj bject ec ive ve ma marke rker.
Vicctor to o y C y C y Cond ond ond onditi iti ti it t ons ns ns ns ns::: The he he he he aat aaa tac tac ac tac tacker ker ker ker ker ac ac ac ac achie eeeeves ve ve vee vi vi vi victo ct ct ct ct ry ry ry ry if if if if f the he he he ob ob ob objec jec jec jec jectiv tiv ti tiv tive m e m e m e mark ark ar rk r er eeee rec rec rec eceiv eiv eiv eives es es es aa s a s a et et
amo amount unt uu of of of of of co ooorru rru rru rru rrupti pti ti ti ion on on on on poi poi poi poi p nts nnnn , d , d , d , d , dete ete ete etermi rmi rmi rm rmned ed ed eed by by by by b th th th theeee size ize ize ize ize of of ff th th th th the g e g e g e ggame am am am (s (s (s ((see eee bel bel bel bel b ow) ow) ow) ow). I . I . I If a f a ff a f all ll ll ll of of of of o the he
att attack ack kkker r r r s m s m s m mmode ode ode ode dells are are are are are reeeemo mo mov mo ed ed ed ed d fro fro fro from p m p m p m play ay ay ay, t , t , t , the e e e e def de de de d end end end end ender r has ha ha ha h wo wo wo wo w n t nn the he he he he gam gam gam am game. eee In nnnn add add add add additi iti ti ition, oon, o if if
the the at at attttac ccccker ke ke ke ke is ssss un un un un u abl bl bbl ble t e e e e o r o r r o rece ec ec ec e ive ive ve ve He He He eld ld ld ld Esp Esp Esp Esp Esper er er er r by by y y any an an an n me me me me eans ans ans ss, t , t , t tthe he he h def def de de de end nd nnd n er eeee has has has has as wo ooon t n t n t n the e e ee gam gam gga g e. e.
110
Esper Wells - Essence
An area rich in esper has been discovered and has become the focal point for a desperate
confict. Both sides hope to attune the fonts of esper to their own energy, claiming them
for themselves. Whoever is able to secure the esper wells can tap the area and increase
their power.
Setup: After terrain has been placed, an objective marker is placed at the center of the
table. Four additional objective markers are placed at regular intervals 12 away from
the center marker and 16 away from each other. These markers cannot be placed on
impassible terrain.
After the objectives have been placed, players determine who will be the frst player.
Players then deploy normally.
Objectives: Secure the Objective
Scenario Rules: Players can secure Esper Wells by moving friendly models directly on
top of an objective marker and taking a special action. When a model is on top of an
objective marker, it claims the Esper Well by taking a Secure action, which can be the
only action of that models activation. When an objective marker has been secured, the
securing player must indicate that they now have control of this objective marker.
A model can claim an objective marker that has already been secured by their opponent;
control of the marker simply switches to the claiming player. A model cannot secure an
objective marker that an enemy model is directly on top of. Unless otherwise specifed
in a models description, any model can secure objective markers.
Victory Conditions: The frst player to secure 4 of the 5 objective markers wins the
game. For this victory condition to be achieved, 4 objective markers must be claimed at
the same time by a single player.
Esper We Well l ss - Essse s nc nce
An are r a r a rich ic in in es e per per ha has b s been en di d sco cover vered ed and and ha h s b s beco eco ecome mee the the h fo f cal cal cc po po ooint int nt t fooor a r a r aa de de eespe sperat ate
con nfic f t. t. Bot Bo h s h side ides h s hope ope to t at attun tune t e the he fon fonts s of of of esp sp p sper er ee to o ooo the th th th th ir ir ir r r own own own own own en en en en nerg rg rg rg rgy, y, y, y, y cla cla la la l imi im im im im ng ng ng g ng the the t mm
forr th thems mselv elves. es. Wh Whoev oever er is i abl able t e to s o s o secu cu cure re re e the he hhe he eesper per per per er we we we we ells lls ls s lls ca ca ca aan t n n n ap ap p pp the the the the ar ar ar area eea e and and and an n in in in incre cr cc ase ase
the eir ir pow ower. e
Set etup: up: Aft Aft f er r r ter te te rai ai aain h n h n n as as as s as bee bee bee bee been p n p n p n p n lac ac ac ac ced, ed ed ed e an an an an an ob ob ob objec jec jec jectiv tiv vvve m e m e m e mmark ark ark ark arker eee is is is is is pla pla pla pp ced ced ced ced ced at at at t th th th th he ccccent en en en e er er er er of oooo the the
tab ble. le Fo Fo Four uuu add add add add additi iona ona ona ona onal o oooobje bj bj j bj cti cti cti ct ct ve vvvv mar ma ma ma ma ker er er er e s a s s s re re re re pla pla pla pla p ced ced ced ced e at at at at t re re re r gul gul gul uu ar aaaa int int int nterv erv erv ervals als als als a 12 2222 a aa a away way wa way way from om
the he ce c nte nte nte nte nter m r m r m r m mark ark ark rr er r r rr and and and and and 16 16 16 6 16 aaaaway wa wa wa wa fr fr fr from ooo eac ea ea ea ea h o h o h o h o othe the the the ther. rrrr The The The The Th se se se se se mar mar mar mar ma ker ker ker kers c s c s c s c s ann nn nn nn nnot ooo be be be be be pla pla pla aced ce ce ce ce on on
imp mpass a ibl ibl ibl ibl ible t eee err err err err rain ain ain ain ain....
Aft fter er rr er the he he he e ob ob ob objec jec jec jec jectiv tiv vvves es es es es hav av av av ve b e b e b e b e een een een een een pl pl pl pl p ace ac ac ac a d, d, d, d, d pla pla pla pla ayer yer yer yer yers d s ddddete et ett et rmi rmi mi mi minnne who who wh who wh wi wi willl be be the the fr f st t pla pl yer ye .
Pla ayer ye ye ye s t ttthen hen he hen de de de de deplo plo plo plo oy n y n y n norm orm orm ormall all ly. yy. y. y
Obj bjject ect ect ective ive ive ive ives:: Se Se Se Se Secur ur ur rre t e t e t e t e he eeee Obj Obj Obj Obj Object ect ect ect ective iveeee
Sce cenar nar nar nar nario io iio io Ru Rul Rul ul u es: es eee PPl Pl PP aye aye aye aye ayers rs rrs can can can se secur ure E e spe sper WWell el s b by m y movi oving g fri friend ndly ly mod models els di d rec ectly tl on
top op of oo an an an n ob ob obbbjec jec jec jec j tiv vve m e m e ark arkeer and and ta takin ki g a g a sppeci ec al act ac ion on. W . When hen aa mod model el is on on top op of o an
obj bject ec ive ve ve ma marke rker,, it it cla claims ims th the E e spe sper W Well el by by ta t kin king a g a S Secu ecure re ac ctio tion, , whi wh ch ch can can be be the
onl nly a y acti ction o of of tha that m t mode dels l ac activ ti ati ation. o Wh When n an a obj object ective ive ma marke rker h r has bee be n s secu ecured red, the
seccuri ur ng ng pla player yer mu must st ind ndica ic te te tha that t t they hey no n w h w have ave co contr trol o of f thi th s o obje bj cti ctive v mar ma ker er.
A mmode odel c l caan cla claim man an obj object ective ive ma marke rk r t r that ha ha has a s lre lready ady be been n sec se ure ured b d by t y thei eir o r oppo ppone nent;
con ntro tr l o of t f he he mar marker ke si simpl mp y s y swit witche ches t to t o the e cla cl imi ming ng pla player er. A . A mo model del ca canno not s t ecu ecure an
object ec ive ve ma marke rker tthat ha an an en enemy em mo model el is is di direc rectly ly on o to top o p of. f. Unl Unless ess ot other he wis wise s e spec pecife fed
in a mode odels de descr script iption n, a , any y mod model el can n se s cur ure o e bje bjecti ctive ve mar arker kers. s.
Victory C y C nd onditi i ons ons: The The fr frst st pla layer ye to to secur cure 44 of o th the 5 e 5 ob objec ectiv tive mmark arkers ers wi wins ns the the
game. For For th his is vic v tor tory c y cond on iti tion on to to be b ach achiev eved, ed 44 obj ob ect ective ive ma m rke kers r mus must b be c e clai aimed med at at
the same me tim time b e by a y a si s ngl gle p e lay layeer.
ch hiev eved, d 4 4 obj ob ect ective ive ma marke k rs rs mus must b be cclai aimed med at j
111
Align the Pylons - Law
Energy pylons that power a planetary defense system have been knocked out and must
be realigned. Enemy forces move to stop those sent to repair the system, which would
force them to fee before their mission is accomplished.
Setup: After terrain has been placed, an objective marker is placed at the center of the
table. Four additional objective markers are placed at regular intervals 12 away from
the center marker and 16 away from each other. These markers cannot be placed on
impassible terrain.
After the objectives have been placed, players determine who will be the frst player. The
frst player is the attacker in the scenario trying to repair the pylons and their opponent
is the defender trying to stop them. Players then deploy normally.
Objectives: Secure the Objective (Attacker), Wipe Them Out (Defender)
Scenario Rules: Models in the attackers cadre can align a pylon by being in contact
with an objective marker and taking a special action. When a model is in contact with
an objective marker, it aligns the pylon by taking a Secure action, which can be the only
action of that models activation. A model may not make a follow-up movement after
aligning a pylon. When an objective marker has been secured, the securing player must
indicate that they now have control of this objective marker. Cyphers cannot be used to
align the pylons.
Victory Conditions: If the attacker has aligned all fve of the pylons, taking the Secure
action on all fve objectives, they with the game. If the defender is able to wipe out the
attackers forces, they are the winner.
Aliggn n th the e Py Pylo lons ns - LLaw aw
Ene ergy rg py py py py pylon lon lon lon lons t s t s t that hat hat hat po po power wer wer wer a pla pla planet netary ary de defen fense se sys system temha have v bee been k knoc nocked ked ou o t and must
be rea reaa e lig ggggned ned ne ne ne . EE . E . EEnem nem nem nem nemy f y y y orc orc rces ee mov move t e to s o top top th hose ose seent nt to o rep repair air th the s e syst ystem, em wh which ich would
for force ce the the he eem t mmmm o f o f oo fee ee bef before re th their eir mi m ssi ssion o is is acc accomp omplis lished hed.
Set Setup: up Aft After ter terrai ain h n has s bee been p n plac ced, ed an an ob objec jectiv tive m e mark rker e is s pla pl ced ced at t th the ccent en er r of o the
tab ble. le. Foour ur add addiitiona onal o obje bjecti tive ve mar marker ers a s re e pla p ced ced at t re regul ular ar int nterv e als als 122 a away way fr f om
the e ce cente ter m r mark arker r and an 16 16 a awa way fr from om eac each o othe ther. r. The These se mar arker kers c s cann annot ot be be pla placed ced on
imp mpass as ibl ble t e err errain a ..
Aftter er the the ob objec ectiv t es es hav have b e been en pl p ace aced, d pla player yers d s dete termi rm ne ne who who wi w ll ll be be the he fr f st st pla p yer yer.. Thhe
frst p play yer er is the the at attac ta ker ker in i th the s e cen cenari ario t o tryi ying ng to o rep re air air th t e p e pylo ylons ns and nd th t eir eir op oppon ponent
is the e de efen fender der tr t yin ying t g o s o stop top th them. m. Pl P aye ayerrs the then d depl ep oy oy nor normal ma ly. y.
Object ec ive ives: Sec Secure re th t e O e Obje bjecti ctivee (At (Attac acker ke ), ), Wip Wipe T e Them hemOu Out ( t (Def Defend en er) er)
Sce enar na io io Rul Rules: es Mo Model dels i s in t the he att attack acker ers c s adr adre ccan an ali align gn a p a pylo ylon b n y b y b y bein ein eing i g i g i g iin c n c cccont on oo act act
wit th a h an o obje bjecti ctive v mar ma ker ker an and t d taki aking ng a sspec pecial ial ac ctio tion. Whe Wh n a n aa mo mo model ddd is is is is s in iiii co co cco c nta nta nta nta ntact ct ct ct wit withh
an obj object ctive iv ma marke er, r iit ali aligns gns th the p e pylo ylon b by t y aki aking n a a Sec Sec Secure ure ure a acti cti cti ction, on, on, on, on, wh wh www ich ch ch ch ch ccca c n b n b n b n b n be t e t e the he he he he onl nlyy
act tion ion of of th t at at mod model el s a acti ct vat ation io . A . A mo odel de ma maay n y n y not ot ot t mak mak mak mak ake a e a e aa fo fo fo follo ooow-u w- w- w- w p m p m p m p m p move ve ve ve vemen men men ment a t a tt fte terr
aligni gning ng a p a pylo ylon. n Whe When aan o n bje bjecti ctive ve mar ar arker ker ke ha ha ha ha as b s b s b s b s bee een ee ee ee se se se se secur cu ccc ed, ed, ed, ed, ed th th hhhe s e s e s e s e secu ecu ecu ecu ecurin rin rin ri i g p g p g p g p g lay lay lay lay l er er er er er mus mmmus m tt
ind dica icate e tha th t t they hey no now h w have av co co ontr ntr ntrol ol ol of o thi thi thi thi this o s o s o o s obje bje bje bje bjecti ti ti ti tive ve ve vee mar mar mar mar rker ker ker ker ker. C . C . C . C . Cyph yph yph yph yphers er er er e ca ca ca ca canno nno nno nno ot b t b t b t b be uuuused se se se e to to
align gn the the py pylon ons. s
Vicctor to o y C y C y Cond ond ond onditi itt it it ons ons ns ns ns::: If f ff the the the the the at at t at attac tac ta aa ker ker ker ker ker ha ha hhh s a s a s a s a s lig lig lig lig ligned ned ned ned e al al al all f l f l f l f fve e e e of of of of the he he he he pppy py p lon lon lon lonss, s tak tak tak tak taking ing ing ing g th th th the Sec Sec Sec Secure ure
act action ion nnn on on on on on al aaaa l fffffve ve ve ve v obj obj obj obj object ect ect ective ive ive ivees, the the the the th y w wwwwith it it t it th th th tthe g e g e g e g e ame am am am . IIIIf t f t f t f tthe he e ee def de de de end end end ender is is is iis abl abl abl ablle t e t e t e to wwwwipe ipe ip p ou ou ou ou outtt the he
att attack ack kkker r r r s f s ff s fforc rc cces, es es es e th hhhhey ey ey ey ey are re re re th ttt e w e w e w e wwinn inn inn inner. er er er
112
Relic Hunt - Chaos
Clues hinting at the location of a relic have been discovered in the area, attracting treasure
hunters and knights. Both sides scramble to locate the priceless information amid the chaos
of battle. Whoever locates the information frst will be on the trail of a powerful artifact.
Setup: After terrain has been placed, six objective markers are placed on the table,
representing possible locations of the information the groups are looking for. Each player
takes it in turn placing an objective marker anywhere on the table; players randomly
determine who will deploy the frst marker. Objective markers cannot be placed within
6 another objective marker. After the objectives have been placed, players determine
who will be the frst player. Players then deploy normally.
Objectives: Scavenger Hunt
Scenario Rules: Players can investigate objective markers, searching for the information
they seek. When a model is in contact with an objective marker, it can take a special
Secure action to claim the objective; this can be the only action of that models
activation. Once an objective marker has been claimed, the player claiming the marker
fips over the top card of his deck. If the cards primary suit is Chaos, the model has
discovered the information and must quickly decipher the clues. If the cards primary
suit is not Chaos, the objective marker is discarded. If fve of the six objective markers
have been claimed, the remaining marker is automatically the true objective, there is no
need to fip a card when it is claimed.
When a model discovers the objective, they are now carrying the objective marker and
must decipher the clues and destroy the information so their enemy cannot follow them
to the relic. A model carrying the objective marker can take a special Decipher action
during its activation; this can be the only action of that models activation, though it can
move normally. A model that is removed from play automatically drops the objective
marker where the model was removed.
Other models may pick up the dropped objective marker by taking a Secure action, as
mentioned above. A model carrying the objective may transfer the objective marker to another
friendly model by moving into contact with that model and taking a Transfer action, which can
be the only action during its activation. Move the object marker into contact with this new model.
When an objective marker is transferred
or dropped, any progress made
deciphering it is lost and subsequent
models possessing the marker
(including models that previously
carried the objective) must begin
deciphering it again.
Cyphers cannot be used to secure or
decipher an objective.
Victory Conditions: When a model
carrying the objective marker makes
two decipher actions the controlling
player wins the game; they have
successfully deciphered the information
and destroy it, preventing their enemy
from gaining the location of the relic.
Relic Huunt n - CCha haos os
Clues hin hintin ting a g at t t he he loc locati ation o of of a r a reli elic h c have ave be been en dis discov co ere ere e ed i d in t n t the he are are a e ea, att att attrac cctin tin ting ttrea reasur ure
hun nter ters a s and nd kni knight ghts. s. Bot Both s h side ides s s scra rambl mble t e to l o loca oca ocate te te the the the the pr pr rrice ice ice ce iceles les les es less i s i i s info nfo nfo nfo nforma rm rm rm tio tio tio tio tion a n n nn mid mid mid mid mid th th th th the c e c e c ee hao haoss
of bat attle tle. W Whoe ho ver ver locat cates e the the innfor format mat a ion io o fr fr frst st sst wil wil wi wil w l b l b ll be o e o e o e n t n nnn he he he he h tra tr tr ttr il il il l of of of of f a p a p a p a p a powe owe owe owe o rfu rfu rfu rfu ful a l a ll rti rti rt rtifac fac fa fa t. t. t. t
Set Se up: up: Affter ter te erra rrain n has has h be be beennn pla pl pl pl pl ced ced ced ced, s , ssix ix ix ix i obj obj obj obj o ect ec ec ec ec ive ve ve ve ve ma ma ma marke rke rke rkers s s s are ar ar ar r pl pl pl p ace ace aa d o d o d o d o d on ttthe he he he h ta tab tab tab ta le, ,
rep epres esent enting ing pooossi ssi ss ble ble le lo loo locat cat at at ation ion io oo s o s o s o s o s of t f t fff he he he he he inf inf in nn orm orm orm orm ormati ti ati tt on on on on on the he he the e gr ggg oup oup oup oup oups a aaaare re e re e loo loo o loo ookin kin kin kin i g f g g f g f g or. or or oo Ea Ea Ea Ea E ch ch ch ch ch pla pla pla pla layer yer
tak akess it it t in in n tur tur turn p n p n p pplac lac lac lacing ing ing ing ing an an an an n ob ob ob ob objec jec jec jec j tiv tiv ti tiv tive m e m e m e m e mark ark ark ark ker er eee any any any any anywhe whe wh whe here re re rr on on on on the the the the e ta ta ta ta able ble ble ble ble; p ; ; ; ; lay lay lay lay layers ers ers ers ra ra ra rando nd ndo ndo ndomly mly m
det determ ermmine ine ine ee wh wh wh wwho w o w o w o w o will ill ill ill de de de ddeplo plo plo plo ploy t y t y t y t y the he he e e frs frs rs frs frst m t m t m t t ark ark ark ark a er. er. er. er. Ob Ob Ob bbjec jec jec jec jectiv tiv tiv tiv ti e m e m e m e mmark ark ark ark rkers ers ers rs rs ca ca ca canno nno nno nno not b t b t b t b t e p e p e p e p e plac lac ac lac a ed ed edd ed wit wit www hin hin
6 ano anothe the the he her o r o r o r obje bje bje bje bjecti ti ti i tive ve ve ve ve mar mar mar mar marker ker ker ker k . A . A . A . AAfte fte fte fter t r t r t r the he he he obj obj obj ob bject ect ect ect ec ive ive iv iv i s h s h s h s hhave ave ave ave e be bbbb en en en en e pla pla pla pla p ced ced ced ced ed, p , p , pp , play lay ay ay layers ers ers ers ers e de de de deter ter ter ter ermin minee
who ho wi wi ill ll ll ll be bbbb the the the the e fr rrrrst st st st pla pla pla player yer ye ye e . PPPPPlay lay lay lay la ers rs rs rs s th th th th t en en en n dep dep dep dep deploy loy loy loy lo no no no norma rma rma rmally lly lly lly y....
Obj Obj ject ect ect ect e ive ive ive ives:: s: : Sca Sca Sca Sca c ven ven ven en enger ger ger ger ger Hu Hu Hu Hu Hunt nt nt nt t
Sce Scenar nar nar ar nario io iii Ru Ru Rul Ru Ru es: es: es: s Pl PPP aye aye aye aye ay rs rrrs r can can can can n in nves ves ves ves vestig tig tig tig tigate ate ate te e ob ob ob ob objec jec jec je jectiv tiv tiv tiv ti e m e m ee m e ark ark ar ers rs, s , sear earchi ch ng ng for fo th the i e nfo nforma rmatio ti n
the they s y s y s seek eek eek eek e . W . W . W . W . When en en en en aaaa mod mod mo mod o el el el el is is is s in nnnn con con co co co tac tac tac tac tact w t w wwith ith ith ith an an a ob objec jectiv ve m e mark arkeer, it it ccan t n take ake aa spe specia c l
Se Secur ur ur re e e e act act act ac ion ion ion ion to too too cl cl cl cc aim aim aim aim a th th th the o e o e oo e obje bje bj bj bj cti cti cti ct ve; ve v th this i can can be be th the o e only ly ac a tio tion o n of t f that at mo odels
act activa va va va vatio tio tio tio tion. n. n. n. . Onc Onc Onc On Once a e a e a e a e an ooooobje bje bj bj bj cti cti ct cct ve ve vv mar mar m ker ker ha has b s been een cl claim aimed, ed, th the p e play layer r cla claimi ming ng the the ma marker
fip fips o ooover ver ve ve v th th th he t e t e t e t e top op op op op car car aard o d o d off h f his is dec deck. k If If the the ca c rd rds p s prim rimary ary su suit it is is Cha Chaos, os, th the m e mode odel has
dis discov covere ere ere ered t d t ddd thhe he he he inf inf form ormati ation on and and mu must st qui quickl ckly d y deci eciphe pher t r the he clu clues. es. If If th the c e card ards pri primar m y
sui uit i t is n s n not ot ot Cha Cha h os, os, th the o e obje bjecti ctive ve mar marker ker is is di disca scarde ded. d If f fve fv of of th he s e six obj object ctive iv ma markers
hav ave b e een een cl laim aimed, ed, th t e r e rema emaini ining g mar marker ker is s au autom mati a cal cally ly the the true ue obj object ec ive ve, t , ther ere i e s no
nee eed t d o f o fip ip a c a card ard wh when en it it is s cla claime med. d
Whe hen a n a mo model del di disco scover vers t s the he obj object ective ive, t , they hey ar are n e now ow car carryi rying ng the the ob objec jectiv tive m e mark arker er and a
must d t deci eciphe pher t the he clu lues es and and de estr stroy oy the th in infor fo mat mation n so so th their ei en enemy emy ca canno not f t oll ollow owthe them
to the he re r lic ic. A . A mo model del ca carry ying ing th the o e obje bjecti ive ve mar marker ker ca can t take ak aa spe specia cial Dec Deciph ipher er ac actio tion
during ng it i s a acti ct vat vation io ; t ; this h ca can b n be t e the he onl on y a acti ct on n of o tha that m t mode od ls ls ac a tiv ivati at on, on, th t oug ough i it c t can
move n e norm mall ally. y. A m A mode odel t l that hat is is re r mov moved ed fro from p m play lay au a tom tomati atical cally ly dro drops ps the the ob objec jectiv tive
marker er wh where ere th the m e mode odel w l was as rem remove ved. d.
Other mod models s ma m y p y pick k up up th the d e drop ropped ped ob objec jectiv tive m e mark rker er by by tak taking ing a a Se Secur ure e act ction io , a , ass
mentioned ned ab bove ov . AAmo m del del carry rrying ing th the o e obje bjecti ive ve may may tr t ans nsfer fe th the o e bje bjecti ct ve ve mar marker ker to o an an anoth other er
friendly mod mo el el by by mov moving ng in into o con contac act w t with ith th that at mod model el and and ta takin king a g aT Tran ransfe sfer r act act a ion ion on, w , w , w , whic hic hic ic hich c h can an
be the theon only ly act action iondu durin ring i g its ts act activa ivatio tion. n. Mov Move t e the he obj object ect ma marke rker i r into ntoco c nta nta ntact ct ct wit wwit with t h t ht h this his his his his ne nnnn w m w m w m ww mode odel. l.
Whe en a n an o obje bjecti ctive ve mar marker er is is tr rans ansfer erred red
or dro droppe ped, d any an pr progr ogress e ma made de
deciph pheri ering ng it is is los lost a t and nd sub subseq sequen en ent t t
mod odels els po posse sessi ssing ng the the ma ma m rke rk rke ke er r rrr
(innclu cludin ding m g mode odels ls tha tha that p t p t p t rev rev rev eeviou iou iou iously sly sly sly sly
car arrie ried t the he obj obj bject ect ective ive ive ive e) m ) m ) m mmust ust ust ust ust be be be be b gin gin gi ggin
dec eciph ipheri eri ering ng n it it it aga aga aga aga again. in. in. in in.
Cyp ypher herrs c s c s c s cann ann nn nnot ot ot ot ot be be be be b use use use eed t d t d d o s o s o s o secu ecu ecu ecu e re re re re or r r r
dec deciph iph h p er er er eer an aaa obj obj obj obj object ect ect ective ive ive ive v .
Vic Victor or or or o y C y C y C y C Cond ond ond ond o iti iti iti itions ons ons ons:::: Wh Wh Wh Wh hen en en n en a m a m a m a mmode de de dellll
car ca ryi yi yi yi ying ng ng ng ng the the the the ob ob ob objec jec je jee tiv tiv iv iv ive m e m e m e m e ark ark ark arker r rr mak mak mak makes es es es
two tw de de de decip cip cip cip pher he he he he ac ac ac aactio tio tio tions ns nns n the the he he co cco c ntr ntr ntr ntroll ooo ing ing ing in ng
pla player er er er er wi wi wi wi wins ns ns ns ns the the the the ga ga ga gg me; me; me; me; th th th th t ey ey ey eyy hav hav hav a e e e e
suc succes ces ces es essfu sfu sfu sfu sfully lly lly lly l de de de decip cip cip cip c her her her hered ed ed ed the the the the the in in in nnfor for for for fo mat mat mat mation ion ion ion
and nd dde de destr str str str stroy oy ooy o it it, it, i pr pr pr pr p eve eve eve eve eventi nti nti ti ing ng ng ng the he he he h ir ir ir ir ene ene ene ene n my my my my
from g m gain aining ing i th th th the l e loca oca oca oca ocatio tio ooon o n o n o n o n of t f tthhe he he h rel relic ic. i
113
Game Type Health Armor
Encounter 20 2
Skirmish 35 3
Clash 50 3
Battle 65 4
Tear Down the Walls - Entropy
A vital resource has been located by enemy forces and targeted for destruction. While
one side works to destroy the objective, the other works to stop them. When the dust
settles, will the objective remain standing?
Setup: When the players place terrain on the table, an objective is placed in the center of
the battlefeld. The objective can be anything the players feel is appropriate: a building,
mystic tree, wrecked spacecraft, crates, etc. The objective should be at least 2 x 2 in size.
After the objective has been placed, players determine who will be the frst player. The
frst player chooses if they would like to be the attacker, trying to destroy the objective,
or the defender trying to save it. Players then deploy normally.
Objectives: Destruction (Attacker), Wipe Them Out (Defender)
Scenario Rules: The attackers forces are attempting to destroy the objective, while the
defender is trying to prevent its destruction. The objective is considered terrain but is
subject to special rules that allow it to be targeted, sufer damage and destroyed. Any
model can choose the objective as a target for an attack. Models attacking the objective
with a ranged attack must be able to trace line of sight to any part of the objective and
models making melee attacks against the objective must be in contact with it when the
attack is made. The objective cannot be targeted by psychic attacks.
When the objective is attacked, the attacker initiates the attack as normal. The objective
does not have a defense and, after the attack is initiated, the attacker draws cards for
their attack and is able to press as normal. The objective has the ability Armor and a
Health score, both of which are determined by the game type (see below). The objective
may be subject to area efects that even partially includes the objective in its area.
Victory Conditions: The game ends when the objective is destroyed or the attacker has
no models remaining on the battlefeld. If the attacker is able to reduce the objectives
Health to zero, they claim victory. If the defender is able to wipe out the attackers forces,
they are the winner.
Gam Gam am aame T e T e T e T e Type yp ypp yp Hea Hea Hea Hea Health lthhh Arm Arm Arm Armmorrrrr
Enc Enccccoun ou ou ouu ter ter ter ter t 20 20 20 200 22222
Ski Skiiirmi rm rm rm r shhhhh 35 35 35 35 35 3333
Cla Claash sh sh sh sh 50 50 50 550 33
Bat Battle tle tle tlee 65 65 44
Tear a DDow own n th the e Wa Wall lls s -- En Entr trop opyy
A v vita ital r rreso eso eso eso esourc rc rrce h e h e e as as aa bee bee bbeeen l n oca ca c ted ted t by by en enemy emy fo force es a s and nd tar ta get geted ed for fo de destr st uct u ion. While
one e si si ss de e e ee wor wor wor wor works ks ks ks ks tto to des de de d tro ro roy t y y he he obj object ec ive ve, t , the e oth other er wor works ks to o sto st p t p them hem. W . When hen th he dust
set settle tles, wil wil wil wil willll t l he he hhhe obj obj object ec ive ve re remai main s n stan tandin ing? g?
Set Setup: up Wh When t n the h pla player yers p s plac ace t e terr rrain ain on on th t e t e tabl ab e, e, an a obj object ective ive is s pl place aced i d in tthe he cen enter of
the e ba battl tlefe ef ld. ld. Th T e o e obje bjecti ctive e can ca be be anyth ything ng th t e p e play layers ers feeel el is i app approp opria riate: e: aa bui uildi ld ng,
mys ystic tic tr tree, ee wr wreck ec ed ed spa spacec ce raf raft, t, cra rates te , eetc. tc Th The o e bje bjecti c ve ve sho should ul be be at a le least as 2 2 x x 2 in in size.
Aftter er the he ob o jec ectiv t e h e has bee been p n plac la ed, ed, pllaye ayers s det de erm ermine e wh w o w o will be be th he f e frst st pl p aye yer. r. The
frs st p t play yer er cho hoose oses i s if t f hey hey woould u li like ke to o be b the the at ttac tacker er, t , tryi rying ng to o des de tro troy t y he he obj object ec ive,
or the e de defen fe der der tryin ying t g to s o save ve it it. PPlay layers rs th then n dep deploy loy no orma rmally lly..
Object ec ive ives: De Destr struct uction on (A (Atta tacke cker), r), Wi Wipe pe The Them O m Out ut (De (Defen fe der der))
Scenar na io io Rul Rules: es The The at ttac tacker ers s for forces ce ar are a e tte tempt mpting ing to to de d str stroy oy the the ob bjec jectiv ve, e, , whi whi hile le the he
def fend en er er is is try trying ing to to prreve ev nt nt its it de destr s uct uction ion. T . The e obj ob ect ective ive is is co onsi nsider der ered ed ed ter ter ter errai rrrr n b nn b nn ut t is is
sub bjec ject t to s o pec pecial i ru rules les th that all allow ow it it to o be be tar arget geted, ed, suufer fe da damag mag mage a e e nd nd nd nd nd des des des des destro tro tro ro royed yed ed eed. A . . ny ny
mod odel e can can ch hoo oose t e the he obj object ective ive as s a a tar target ge fo for a r an aatta tt ck. ck. ck. Mo Mo Mo odel de de de e s aaaaatta tta tta tt t cki ki ki ki king ng ng ng n the the the the he b ob bbbjec jec jec jec jectiv vee
wit th a h a ra ange nged a d atta ttack ck mus ust b t e a e able ble to to tr race ace li ine ne e of f f sig sig sig ig ght ht t tt to to tooo any any any any pa pa paart rt rt rt rt oooof the the the the the ob ob ob bbjec je je je je tiv tiv tiv tiv ve a ee nd nd
mod odels e ma makin ng m g mele elee a e atta ttacks ks ag a ain ainst s the the the ob bbbjec jec jec je ectiv iv vvve m e ee e ust ust ust ust ust be eeee in in in in in co oooonta nt nt nt nt ct t t t t wit wwww h i h i h i h it w t t t t hen hen hen hen hen th hee
att tack ack is s ma m de. de. Th T e o e obje bjecti ctivee can ca ca not not not t beeeee ta ta ta ta targe rge ge ge geted tee tee by by by by by ps psssych ych ych ych chiccccc att att att att t ack ck ck cc s. s. s. ss
Whe hen t n he he obj obj bject ect c ive ve ve is is is is at at ttttac tac ta ta tacked ked ed ed ed, t , t , , , he he he he he att att aaa ack ack ack ack acker e ini ini ini ini in tia tia tia tiates tes tes tes te th hhhhe a e a e a e a e atta ta ta tack ck ck ck c as s s s nor no no no o mal mal mal mal ma . TTTThe he he he e obj obj bj object ec ec ec e ive ve
doe oes n s ot ot ot hav hav hav have a e a e a e aa de de de de defen fe fe fe fe se se se se se and and and and and, a , a , aafte te te e ter t r t r t rr the e e e e att at at at t ack ack ack ack k is in in in initi it it it i ate ate ate ated, ddd the the the the the attttttac tac tac tacker er eer e dr dddd aws aws aws ws ca aaards rds rd dd fo forr
the their ir att att t att tack ack ac ac ac an an an an and i dddd s a s a s a s a able ble bble ble to to to too pr pr pr pr press es es es e as as as as as no no norm rm rma rm rm l. . . . The Th Th Th T ob ob ob ob objec jec jec jec jectiv tiv tiv tiv tive h e hhhhas as as as the he he he ab ab bbili ili ili il ty ty ty t Arm Arm Arm Arm mor or r rr and and an an a aa
Hea Health lth tth t sc sc sc s ore or ooo , b , b , b , b both oth oth oth of of of of of wh hhhich ich ich ich ar ar ar ar re d e d e e ete ete ete etermi rmi rmi rmined ne ne ne by by by by by tttthe g e g e g e ggame ame ame ame ame ty ty tt pe pe pe pe pe (se (se (se (s e b e b e b e b e belo elo oow). w) w) w) w Th Th Th Th The o e e e bje bje bje bje bjecti ccc ve ve
may may y be bbbb su su su su subje bje bje bje bject ct ct ct ct tto are are are are ar a eeeefec fe fe fe fe ts ts ts ts tha tha tha that e t e t e t eeven ven ven ven ven pa pa pa pp rti ti tti tiall al al al y i iiincl nc nc c ude de de de d s t ssss he he he he h obj obj obj obj object ect ec ec c ive ve ve ve ve in in in in i it ttts a s a s a s a area eaa ea ea.
Vic Vicctor to to to to y C y C y C y C y ond ond ond onditi iti it it ons ons ns ns ns: : ::: The he he he he ga ga ga game me me me e end nd nd nd nds w s w s w s when hen hen hen he th th th h t e o e e e e bje bje bje bje bjecti ccc ve ve ve vv is is ii des des des es destro tro tro troyed yed yed yed or or or or o th th th th t e a e a e a e a e tta tt tt tt t cke cke ck cke ck r h r has a
no no o mod mod mod models els els els re eeeemai ma ma ma ma nin nin nin ni g o g o g o g on t n t n t n theeee bat ba ba ba ba tle tle tl tlefel ffff d. d. d. dd If If If II the he he he h at attac tac tac tac tacker ker ker ker ker is is is is s ab bbbble le le le le to o o o red red re ed e uce uce uce uce ce th th he o e o ee o e bje je j cti ct ve es
Hea Hea ea aalth lth th lt lt to to to to o ze zzzz ro, ro, o, ro, th th tt ey ey ey ey cla cl ccc im im mmmvic vic vic victor tor tor tor o y. y. y If If If If I the the th th de de de de d fen fen fennder de de de de is is is is ab ab aab a le e e e to to to to to wip wip wip wip w e o e o ee ut ut ut ut ut the the the t at attac cker ke s s for fo ces,
the the eeey a y a y a y a y are e e e e the th th th wi wi wi w nne nne nne nne nner. rr
114
Vital Resources - Creation
Though knights and their cadres most often clash over esper wells, powerful relics and
other sources of esper, there is still a need for vital resources such as food and other
supplies. These items are always in demand and needed to help the knights forces to
continue to grow and prosper. Occasionally, two knights clash over such resources,
trying desperately to gather as much as possible before their enemies.
Setup: After terrain has been placed, four objective markers are placed on the table. Two
markers represent caches of supplies; the other two markers are used to denote drop-
of points that players are trying to deliver supplies. One marker is placed 6 in from the
center of each table edge. Markers of the same type are placed directly across from one
another, so the two markers used as drop-of points are placed on opposite table edges.
After the objective markers have been placed, the frst player is determined normally.
Before deploying, the frst player determines which drop-of point will be under their
control. Players then deploy normally.
Objectives: Supplies
Scenario Rules: During the game, models must interact with the caches of supplies,
picking up supplies and delivering them to their drop-of point. When a model is
directly on top of a supply cache, it can take a special Interact action to claim some of
the supplies. When supplies are claimed the acting model gains a supply marker, the
objective marker is not removed and remains in play. A model may claim supplies from
either objective marker, though they may only carry a single supply marker at a time.
A model can drop a carried supply marker at any time during their activation, which
does not use an action. Supply markers are also dropped if a model takes damage or
is removed from the game for any reason. Dropped supply markers are placed on the
battlefeld where they were dropped. A model can pick up a dropped supply marker as
detailed above.
A model carrying a supply marker can take a special Interact action to deliver their
supply marker to their drop-of point; this can be the only action of that models
activation. Supply markers can only
be delivered to that models drop-of
point and the acting model must be
directly on top of the objective marker
designated as their drop-of point.
Once a supply marker has been placed
at a drop-of point, it can no longer be
interacted with.
Cyphers cannot be used to interact
with an objective.
Victory Conditions: When a player
has collected fve supply markers at
their drop-of point, they win the game.
Vital Reso sourrce ces s - Cr Creaati t on on
Though ugh kn knigh ghts ts and and th heir eir ca adre dres mmost ost of often ten cl clash sh ov o er er e esp esp e p e er er er wel wel ee ls, ls, ss po po po p wer wer wer w ful ful ful l re elic lic l s a s and n
oth her e sou ource rces o s of eespe sp r, r, the th re re is is sti still ll a n need eedd fo fo for vvvvita ita ita tal r rrreso eso eso es es urc rc rc rr es eeee suc suc suc suc such a h a h aaas f s f s f s f s ood od od od od an nnnd o d o d o dd othe her r
sup ppli p es. es. Th T ese ese it tem ems ar are a e lwa lwayys in in in dem dem emand and and and d an aaaa d n d n d n d n d need eed eed eed eeded ed d ed ed to to to oo hel hel hel h p t p t p t p t p he he he he kni kn kn kn ght ght ght ghts s s s for for for fo ces ces cc to to
con ontin ti ue ue to t gro grow a w and nd pro pr r spe spe sper. Occ Occ Occ Occ asi si si ssiona ona on oo lly lly lly lly lly, t , , , , wo wo wo wo wo kni ni ni ni night gh gh gh gh s c s c s c s clas las las lash o h o h o h over er er er r sssuch ch ch c resssssour ou ouuu ces ces,,
try ying ing de despe sperat rately elyy to to to ga ga gathe th th h r a r a r a r aas m s m s m s much uch uch uch uc as as as as a po pppp ssi ssi ssi s ble ble ble ble b be be be be befor for for fore t e t e t e thei hei ei eir e r e r e r enem em em em emies ies ies ies..
Set etup: up: Af Af Affter ter ter te tee te terra rra rra rrain in in in i has has has as has be be be been nnnn pla pl ppp ced ced ced ce ced, f , four our our our ob bbbjec jec jec ec ectiv iv iv ive m e e e e ark ark ark ark a ers ers s ers s ar ar r ar re p e p e p e plac lac lac aceddddd on on on on the the the the the ttable ble ble ble ble T . Two wo
mar arker kers r s r sss repr epr epr eprrese ese es es es nt t tt t cac ca ca cc hes hes hes hes hes of of off su su su suuppl pl pl plies ie ie ie ; t tttthe he he he h oth oth oth oth otheer tw two two two tw ma ma ma ma marke rke rke rke ers rs rs rs s are eeee us uuuu ed ed ed ed d to to tt den den den den denote te te tee dr dddd op- op-
of f poi po nts nts nts nts nts th th hat at at at pla pla pla pla player yer yer yers aaaare re e re e try ry ry ry ying ing in in to to to to t de de ddd liv liv liv liv l er eee sup sup sup suppli pli iies. es. es. es. On On On One m e m e m e m e ark ark ark ark rker r is is is ii pla pla pla placed ced ced ce ce 6 6 6 66 in in in in i fr fr fr f om om omthe the
cen enter te te of of of of of ea eeee ch ch ch ch h tab tab tab table le le le edg edg edg edg edge. e. eee Ma Ma Ma Ma arke rke rke rke rkers rs rs rs r of ooo the the the the the sa aaame me me me m typ typ typ typ ype a ee a e are re re re r pla pla pla placed ced ced ced ce di di di dd rec re re ee tly tly ttly tly ac aa ros ros ro s f s rom romon one e
ano nothe the the the th r, r, r, r, so so so so s the the the the he tw tw wwwo m o m o m o m o mark ark ark ark rkers ers eee us us us us used ed ed ed as as as as s dro ro ro ro op-o p-o p-o p f p f p f p f p f poin nnnnts ts ts s ts are re re re e pl pppp ace ce ccced o d o dd o d n o n o n oppo posit s e t e tabl ab e e e edge dges.
Aft fter er er er e the he he he he ob ob ob ob o jec jec jec jec jectiv tiv tiv ve m e m e m e m e ark ark ark ark rkers ers ers e ha ha ha ha haveeee bee be be be be n p n p n p n p n plac lac ccced, ed d ed ed th th he f e e rst rst pplaye ayer i is d s dete etermi rm ned ned no orma rm lly.
Bef efore or orr de de de de deplo plo plo ployin yin yin yin ying, g, , , , the th h th fr fr fr fr f st ssss pla pla pla pla player yer yer yer yer de de e de eter er er e min min minees es whi hich ch dro drop-o -of p f poin oint w will ill be e un u der der their
con ontro tr tr ttr l. l. ... Pla Pla Pla Pl yer yer yer yer yers t s s ss hen hen hen hen en de eeeeplo plo plo pl ploy n y n y n y norm orm orm o all all ally.
Obj bjject ect ect tive ive ive ive ves:: Su Su Su Suppl pl plies ie
Sce cenar nario io Rul ules: e Du Durin ng t g the e gam game, e, mod models els mu m st st int in era eract c wit with t the he cac aches hes of o suuppl pp ies,
pic ickin king u g up s p supp upplie lies a s and nd del delive iv rin ring t g them he to to th heir eir dr drop- op of of poi oint. n Wh When n a m a mode od l is
dir rect ec ly y on on top top off aa sup supply ply ca cache che, i , it c t an an tak take a e a sppeci ec al l In Interract ac aacti ct on n to to cla claim im som some of
the e su s ppl pplies ies. W . When en suppl pplies s ar are cclai la med med th he a e acti ting ng mod model el gai ga ns ns a s a supp upply y mar marker ker, t the
object ec ive ve ma marke rker iis n s not t rem re ove oved aand nd rem remain ns i s n p play la . AA mo model de ma may c y clai laim s m supp up lie ies f s rom
either he ob objec jectiv tive m e mark ar er, er, th t oug ough t they he ma may o only nl ca carry rr a a sin s gle gle suuppl pp y m y mark arker er at t a t a time me.
A mode el c can n dro drop a p a ca arri rried d sup supply ply ma marke rk r a r at a t any ny tim me d e uri uring ng the their r act ac iva vatio ti n, n, whi which c
does not ot use use an a ac actio t n. n. Sup Supply ply ma marke rkers rs are e al a so o dro dr ppe pped i if a f a mo model del ta takes es da d mag mage oor r
is remove oved f d from rom th the g e game am fo for a r ny ny rea reason so . D Drop ropped ped su suppl pply m y mark rkers e ar are p e plac lac d ed on on the the
battlefel eld w d wher he e tthey he we were dro droppe ppedd. A m A mode odell can an pic pick u k up a p a dr d opp oppedd sup su ply ply ma marke rk r a r ass
detailed d abo above. ve.
A mmode odel c l carr rryin ying a g a su uppl pp y m mark arker er can an ta t ke ke a s a spec pecial al I Inte nterac ra t act ac ac ion on on on to de de e de deliv vver er er e the heir ir
sup pply ply ma marke ker t r o t o thei heir d r drop rop-of -of po point nt; t ; this his ccan b n be t the he h onl onl onl ly a y a y aa y acti ct ct ct ct on nnnn of oooo tha tha tha tha that m mmmmode ode ooo ls ls
activa ivatio ion. n. Sup Supply ly ma marke rkers s can can on only y
be e del de ive vered red to to th hat at mod model ls d s drop op-of -of
poi oint nt and and th he a e acti cting ng mo model el mus mus must b t b t e e
dir rect ec ly ly on on top top of of th the o e obje bje ecti ti ive ve vee mar mar mar ar rker ker ker ker k
des esign ignate ated a d as t s hei hei heir d r d r d r d drop rop ro ro o -of -of -of of -of po po po po p int in in ii . . .
Onc nce a e su suuppl ppl ppl p y m y m y mmmark ark ar ar arker eeee has has has has has be eeeen en en en e pla pla pla pl placed ced ced ced ce
at t a d a drop rop op op o -of -of -of -of -of po po po po point nt nt tt, i , i , ii , it c t c ttt can an an an an no no no no no lon lon lon lon o ger ger ger ger er be be be be
int tera eracte te te te ted w d w w d w d with ith ith ith ith.
Cyp Cypher her her her hers c s c s c s cann nn nn nn not ooo be be be be b use se se sed t d t d t d to i o i o i o inte te te te tera ra a rac ra t t t t
wit ith a h h n o n o n o n o obje bje bje bje bjecti cti cti ctive. ve. ve. ve.
Vic ic ctor to to too y C y C y C y C y Cond nd nd nn iti it iit ons ons ons ons: Wh Wh Wh Wh W en nnnn a p a p a p a p a lay lay lay yer r r r
has as co co colle lle lle lle ecte cte ccte c d f d f d f d ffve ve e e sup sup sup supply ply ply ply ply ma ma ma ma marke rke rke rkers rs rs rs at t t t
the heir ir dro dro ro oop-o p-o pp-o p- f p f p f p f p f oin oin oin oin oint, ttt the the the the they w y w y w y win nnn the the the the ga ga ga ga g me. me. mme.
115
Scenario Objectives
Amass Power: The player with this objective must accumulate points, most often by
interacting with an objective marker. A model in contact with the objective marker can
take the Interact action, which will earn the player a point. Sometimes these points are
held on the objective marker, other times they are held by the player. When the player
gains the specifed number of points, they win.
Destruction: The player with this objective must destroy one or more models, generally
special pieces of terrain. The terrain will have a Health attribute and may also possess
abilities such as Armor. When the target of this objective has its Health reduced to zero,
it is destroyed. Efect markers that infict damage will afect these objectives, but only
when they frst contact the terrain.
Scavenger Hunt: The player with this objective must locate something hidden on the
battlefeld. Generally, there will be a number of objective markers scattered over the
battlefeld. When a model is in contact with an objective marker, it can take a special
Secure action to claim the objective; this can be the only action of that models
activation. Once an objective marker has been claimed, the player claiming the marker
fips over the top card of his deck. If the cards primary suit is Chaos, the model has
discovered the true objective. If the cards primary suit is not Chaos, the objective marker
is discarded. If all but one of the objective markers have been claimed, the remaining
marker is automatically the true objective, there is no need to fip a card when it is
claimed. Often, players will have to hold on to the true objective, deliver it to a specifc
location or take additional actions with the true objective after it has been found.
Secure the Objective: The player with this
objective must take control of one or more
objective markers. In order to take control
of the objective, the player must place one
of their models in contact with the objective
marker and take the Secure action. Cyphers
cannot be used to secure objectives.
Supplies: The player with this objective must
gather a number of supplies. Supply markers
can be picked up with an Interact action and
then carried by models, usually to a point on
the battlefeld where they can be dropped.
A model can only carry one supply marker
at a time and drop supply markers if they are
removed from the battlefeld.
Wipe Them Out: The player with this objective
must completely eradicate the enemys forces,
removing all opposing models from the
battlefeld as casualties.
Scen e ar ario io OObj bjec ecti tive vess
Ama mass s Pow Pow Po Po Po er: er: eer: Th Th hhe p e p e play ay ayer er ee wit wit w h t h t h his his obbjec jectiv ive m e must ust ac ccum cumula ulate e poi po nts nts, m , most o often by
int tera era a racti ti ti iing ng ng ng ng wit wit wit wit with a h a hhh n o n o n o nn obje bje ecti cti ctive e mar marker ker. A . A mo m del del iin co conta ntact ct wit with t h the e obj object ective ive ma m rke k r can
tak take t e the he e ee In In In In nter er er ract ac ac aacti ction, n, wh which ich wi will ll ear earn t n the he pla player yer aa poi point. n So Somet metime imes t s thes hese p e poin oints are
hel held o d o on t n t n he he obj object ective ive ma marke rker, r, oth other er tim times es the hey a y re re hel held b d by t the he pla player yer. W . When en th t e p e player
gai gains ns the he sp s eci ecifed fed nu numbe mber oof p f poin ints, ts th they ey win win..
Des estru tr cti ction: on: The Th pl playe ayer w r with h th this s obj ob ect ctive iv mu must des destro roy o y ne ne or o mor mo e mmode odels, ls, ge ener ne ally
spe ecia cial ppiec ie es es of o ter terrai r n. n. The The te terra ain in wil will h have ve a Hea Health h at a tri ribut bu e a and n may ma al also s pos possess
abi ilit lities ies su such h as as Arm rmor. o Wh When n the th ta targe rget o t of this his ob bjec jectiv ve h e as as its it He Healt a h r h redu educed ce to to ze z ro,
it is s des destro troyed yed. E . fec fect m t mark arkers rs th t at at inf in ict ict da damag ma e w e will af afect ct th these se ob objec jectiv ves, es, bu but o t nly n
when t n hey hey fr rst st con contac ta t tthe he ter errai ra n. n.
Scaven venger ger Hu Hunt: nt: The Th pl playe ayer w r with h th this obj ob ect ctive iv mu must t loc locate te so s met methin ing h g idd idden e on on the h
battle efel eld. d. Gen Genera ally lly, t , ther here wwill il be be aa num number ber of of ob objec ectiv tive mmark arkers ers sccatt at ere red o d over ver th hee
battle efel eld. d. Whe When aa mo model del is s in in co onta nt ct ct wit with a h an o obje bj cti ctive v mar ma ker er, i , it c can an tak ake a ee sp sp speci ecial a
Se ecur cu e act ac ion on too cl claim aim th t e o e obje jecti ct ve; e; th t iss can can be be th the o e only nly ac actio ti n o n o n of t f t f tthat hat ha ha a mo mo mmo m del delss
act tiva ivatio on. n. Onc nce a e an o n obje jecti ct ve e mar marker ker ha has b s een een cl laim aimed, ed, th t e p e play lay layer er er cla cla cla cla aimi im im im m ng g g gg the th th hh ma ma mmarke kerr
fip ps o s over er th t e t e top op car ca d o of h f is is dec deck. k If the the ca card rds p prim rimary ary ary y su uuuit it it it is Cha Ch Ch Ch Ch os, os, os os os, tth t e m e m e m e m e mode ode de de del h l h lll as as
dis scov covere red t d he he tru true o e obje ecti ct ve. e. If If th he c e card ards s pri primar ma a y s y s y s y uit uuu is is is is s no nnnn t C t C t C Chao hao hao hao h ss, s, s, s the the the the the ob obbb objec ec ec ec ectiv tiv tiv tiv ti e mmmmmark ark a er er
is dis discar carded de . IIf a f all but but on one o e of t f the h obj obj ject ct ctive iv iv ma ma ma maarke ke eeers rs rs rs rs hav av av av ave b e b e b e b e een ee een een ee cl cl cl cl claim aim ai ai ai ed, ed, ed, ed, ed, th hhhe r e r e r e rrema ma ma ma maini in iii ng ng
mar arker ke is is au autom tomati atical ca ly y the th tr tr rue uu obj obj ob bject ct ct ct ctive iv iv iv v , t , t , t ther her hhh e i e i e i e i e is n s n s n s n s o n o n o n o eed eed eed ed ed to oooo fi fi fi fi f p a p aa p aa ca ccc rd rd rd rd d whe whe whe when i n n n t i iss
cla aime imed. d. Oft Of en, en, pl p aye ayers wil wil will hhhhave av av av v to to to to to ho ho hhh ld ld ld ld ld on on ooo to to to to to the the the ee tr tr tr tr t ue e e e obj ob oob ob ect ect ect ect ective ive ive ive e, d , d , d , ddeli eli eli eliver ver ver ver it tt to to to to to a spe spe spe spe sp cif fc c
loc cati ationn or or tak ak a e a e e ddi ddi ddi dditio tio ttional nal nal na nal ac cccctio tio tio io ons s s s s wit wi www h t h t h t h he hhh tru tru tru tru t e o e o e oobje bje bje bjecti ti ti ti t ve ve eee aft ft ft ft f er er er er it t has ha aa be be bbb en eeee fou fou fou found ddd
Sec Secure urr th th th th the OOOOObje bje bje bjecti cti cti cti ctive: e: e: e: Th TTT e p e p e e p e play ay ay yyer er er er e wit wit wit wit wit
obj object ecccc ive ve ve v mu mu uust st st ss tak ak ak ak ake c e c e c e c e ont ont ont ontrol ol ol ol of ooo on on on one o e o e o e or rrr
obj object ec eccc ive ve ve ve v maaaaarke rke rk rk k rs. s. s. s. In III or or or or order der der der der to ttt ta ta ta take ke kkk cccc
oof the the the he he ob ob ob objec jec jec jectiv tiv tiv tiv ve, e the the the the pl pl pl playe aye aye aye ayer m r m r m r m r must ust st ust pl plac ac ac aa
oof the the the he h ir r r mod mod mod models els els els in nnnn co co cco conta nta ta nta t ct ccc wit wit wit wit with t h t h t h the he he he he obj obj obj obj ob
mar mar ar rker ke ke ke an an an and t d t d t d t d take akk ak ak th tth the e ee Sec Sec Sec Secure re re re a a aacti ti ti t on. on on n Cy Cy Cy CC
can can nnnnot no no no no be be be be be us sed ed ed ed too sec sec se seccure re re re e ob ob ob objec jec jec jec ectiv tiv tiv tives. es. es. es.
Sup Sup up up uppli pli pl pl es: es: es es: e Th Th Th Th T e p e p e p e p play lay ay ay yer er er er wit wit wit ww h t h t hhh his his his his s obbbbbjec jec jec jectiv iv iv veeee
gat gat at at ther he he he h aaaaa num num num num number ber be be b of of of of suuuuuppl ppl ppp pp ies es es es. S . S . S . Supp upp pp upp p lly ly mmmmm
can can nnn be bbbb pi pi pi pi p cke cke cke cked u d u d u d u up w p w wwith ith it it i an an an an an Inte nte nte nte nterac rac c rac ct t t act act actio io i
the the eeen c n n n arr arr rr rr r ied ie ie ie by by by by mo mo mo mo model dddd s, s, s, usu usu usu uu all all ally t y to a o a po po
the the e ba bbbb ttl ttl ttl ttlefe efe ef efe efeld ld ld ld l whe he he he here rrr the the t y c y can a be be dro dro
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aat a t a t time me me an a d d d drop rop su s ppl pply m y mark ar ers ers if th th
rem move oved f d from romth the b e batt a lef lefeld eld.
Wip pe T e hem hem Ou Out: t The The pl p aye ayer w with it th this is obj obj
mus ust c t omp omplet etely ely er eradi ad cat cate t e the he ene nemy mys f s f
removi ov ng ng all ll op oppos po ing ing mo model dels f s rom om
battle efel eld a d s c s casu asualt alties ies..
116
he hhhh tru tru tru true o e o e o e obje bje bje bjecti ti ti ti ive ve ve e aft ft ft fter er er er it t ha has ha ha a be be be be been eeee fou fou fou fouund. nd. d. d.
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116
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6
Act As One: Models with Act As One function as a single unit but are comprised of three
models. The three models share a single set of attributes and skills. A single tracker card
is used to represent the unit on the Dashboard. Any damage applied to any member of
the unit is applied to the unit as a whole. When the units Health has been reduced to
zero, all models from the unit are removed.
When the unit activates, every model in the unit can be moved as part of the units
initial and follow-up movement. Each model uses the Speed attribute listed on the units
reference card for its individual movement. Each model must complete its movement in
a particular phase before another model in the unit is moved.
During the units activation, only one action can be taken. Some actions can only be
taken by certain models in the unit. Held Esper can be used in actions taken by any
member of the unit.
Armor [X]: This ability represents a models natural resistance to damage sufered from nearly
any source. A model with this ability gains a free soak against any damage dealt to them; this
does not require an action on the part of the defender and stacks with any additional soaks the
model may have. Actions and abilities that ignore soaks likewise ignore armor.
Coordinated Fire: When a model with this ability inficts damage on an enemy with a
ranged attack, the damage is increased by one for each additional friendly model that has
line of sight to the target and possesses this ability. A model cannot contribute its bonus
damage if it is in contact with an enemy model.
Cumbersome: During its activation, this model can move or perform an action, not both.
Defensive Formation: When this model is Ready increase all of its Defense skills by 1.
Esper Initiate: A model with this ability has increased control over esper and gains the
Transfer Esper action described in the Manipulating Esper section.
Esper Master: With this ability, a model has near total control over the esper around them.
A model with this ability gains the Esper Cleansing, Esper Thief and Transfer Esper actions.
Fly: A model with this ability ignores objects during any free movement.
Force Field: When a model with this ability is idle, they automatically Soak 2 points of
damage from any attack.
Healing Aura: Friendly models that begin their activation within three inches of a
model with this ability heal two points of damage as soon as they are activated.
Heavy: Reduce any forced movement this model makes by 3, to a minimum of zero.
REFERENCE
Act Ac As As On One: e: Mod Mod odels els elss wi wi wi wiith th ttth Act Act Act Act Ac As As AAAs On On OOO e f e f e f e ffunc unc unc unc ctio tio io tio tion a n a aas a s a s a s a si si si singl ngl ngl ngl ng e u e u uuunit nit ni n bu bu bu bu but a t a t t re re re re com com com com mpri pri pri pri p sed sed ed ed d of of of o th th th th three ree
mod models els s. T . T . The he he thr thr thr thr three ee ee ee ee mod mod od mod odels els els els s sh sh sh sh share are re re aaaaa sin sin in ingle gle gle gle g se se se seet o t o t t f a f a f a f a f attr ttr tt tt tt ibu ibu bu bu butes tes tes tes t an an an an and s d s d s d s skil kil kil il k ls. ls. ls. ls. AAA AA sin sin sin single gle gle gle gle tr tr rrack ack ack ack acker er r r car cardd
is use used t d t d t d t to r o r o r o o epr ep epr epr p ese ese ese ese esent nt nt nt n the the the the the un un un un unit it it it it on on on on the the the the Da Da Da Dashb shb shb shb boar oar oar oard. d. d. d. Any Any Any Any Any da da da da d mag mag mag mag mage a e a e aappl ppl ppl pplied ied ied ied to to tto t an an an an any m y m y m y m y memb emb emb emb mber er of of
the the un unit it it it it is is is is is app pp app pp pplie ie lie lied t d t d t d t d o t o t o t t o the he he he uni uni uni uni un t a t a t a t aas a s a s s a s a wh wh wh wh whole ole ole ole. W . W . WW . When hen hen en hen th th th the u e u e u e u e nit nit nit nits s s s Hea Hea Hea Hea ealth lth th lth th ha ha ha ha has b s b s b s b s been een een en re re e reduc duc dduc d ed ed to to
zer ero, o, o, all all all all mo mo mmo m del del ddel d s f s f s f s f from rom rom romth th th th he uuuuunit ni ni i ar ar aaa e r e r e remo emo emo emoved ved ved ed ved.
Whe Whe en t n t n t n the he he e e uni uni uni un un t a t a t aa t acti cti ccti c vat vat vat vat tes, es, es, es, ev ev ev ev very ery ery ery ery mo mo mo model del de del del in in n in n th th th th the u e u e u e u e unit nit nit nit ca ca ca ca can b n b n b n b n be m ee move oved a d as p s part art of of th the u e unit n s
ini initia tia aal a l a l a l and nd nd nd nd fol fol fol ollow low low low-up -up -up -up mo mo mo mo movem vem vem vem vement ent ent ent n . E . E . EE . Each ach ach ach ach mo mo mo mo model del del el el us us s uu ess esss the the the Sp Sp S eed eed at attri tribut bute l e list isted ed on on the the un units
ref refere ere re eence nce nce nc nce ca ca ca ca card rd rd rd for for for for it it i s i s i s i s indi ndi ndi ndi d vid vid vid vid idual ual ual ual al mo mo mo mo movem vem vem vem vement ent t ent. E . E . Each ach mo model del mu must st com comple plete te its its mo movem vement ent in
a ppart art art rr icu icu icu icular lar lar lar ph ph ph ph phase ase ase ase ase be be be beefor for fo fo fore a e a e a e e not no not not other her he her her mo mo model del d in in th the u e unit nit is is mo moved ved..
Dur During ing g ing th th h the u e u e u e u e unit nit t it its s s act act activa iva i tio tion, n, onl only o y one ne act action ion ca can b n be t e take aken. n. Som Some a e acti ct ons ons ca an o n only nl be
tak taken en by by by bb cer cer ccertai tain m n mode odels ls in in the the un unit. it. He Held ld Esp Esper er can can be be us used ed in in act action ions t s take aken b n by a y ny
mem member ber b of of th the u e unit nit..
Arm Armor o [X] [X]:: Thi This a s abil bility ity re epre presen ents ts a m mode odels s na natur tural al res resist istanc ance t e to d o dama amage ge suf sufere ered f d from romne n arl a y
any ny so sourc urce. e. A m A mode odel w l with ith th this is abi abilit lity g y gain ains a s a fr f ee ee soa soak a k agai gainst nst an any d y dama amage ge dea dealt lt to to the them; m; thi t s
doe es n s not ot req requir uire a e an a n acti ction on on onthe the pa part rt of of the the de defen fender der an and s d stac tacks ks wit with a h any ny add additi itiona onal s l soak oaks t s the
mod del el may may ha have. ve Ac Actio tions ns and and ab abili ilitie ties t s that hat ig ignor ore s e oak oaks l s like ikewis wise i e igno gnore re arm armor. or.
Coordi dinat nated ed Fir Fire: e: Whe When a n mo model del wi with th thi this a s abil bility ity in infic ficts ts dam damage age on n an an en enemy emy wi with th aa
ranged ed at attac tack, k, the the da amag mage i e is i s ncr nc eas eased ed by by one ne fo for e r each ach ad addit dition ional al fri friend endly ly mod model el tha that h t has a
line of s f sigh ight t t to t o the he tar target get an and p d poss ossess esses es thi this a s abil bility ity. A . A mo model del ca canno nnot c t cont ontrib ribute ute it its b s bonu onuss
damage e if if it i is is in in co conta ntact ct wit with a h an e n enem nemy m y mode odel. l.
Cummber bersom some: e: Dur During ing it its a s acti ctivat vation ion, t , this his mo model del ca an m n move ove or r pe perfo rfoorm rm rman an an act act act action ion ion ion ion nn , n , nnot ot ot bot bot b h. h.
Deffens ensive ive Fo Forma rmatio tion: n: Whe When t n this his mo model del is is Re Ready ady y in in incre r cre ease ase ase a al al al aa l o l o l o oof i f i f i f f its ts s ts s Def Def Def Def Defens ens ens ens ense s e s e s e s e skil kil kil ills ls ls ls l by by by by by 1. 1.
Esp sper e Ini Initia tiate: te: A m A mode odel w l with ith th this is s abi abi abilit lit it ty h y h y h y as as sss inc inc nc nc increa rea rea rea reased sed sed sed sed co co o co ontr nt ntr ntr ntrol ol ol ol o ove ove ove ove ver e r e r e r espe spe spe spe er a aa r a and nd nd ndd gai gai gai gains ns nn the the th t
Tra ansf nsfer er Esp Esper er act action ion de descr sc sc ibe ibe bed i d i d in t n t n t n t n the he hhe he Man Man Man Man Ma ipu ipu ipu ipu pulat lat lat lat la ing ing ing ing ing Ess Es Essper pe pe e pe se se se secti cti cti cti tion. on. on. n. .
Esp Esper e Mas Mas a ter ter er:: : Wit Wit Wit tth t h t h t h t h this his his his his ab ab ab ab abili ili ili iity, ty, ty ty, ty, aa mod mmod mod model el el el l has has has has ne ne ne near aaaa to tot tot tot total al al al con con con contro tro tro tro t l o l o l o l over ver ver ver th th h th he e e e e e e e e espe spe spe spe per aaaarou ro ro ro nd nd nd nn the the the the them. m. m
A m A mode ode de el w l w l w l w with ith ith th h th th th th this s iis abi abi abi ab ab lit lit li lity g y g y g y g y ain ain i ain ains t s t s t s t s the he he he he Esp Esp Esp Esp Esper er er er Cle Cle Cle Cle C ans ans ans ans ansing ing ing ing, E , E , E , Espe spe spe sper T r T r T r T r Thie hie hie hie ief a f a f a f and nd nd nd d Tra Tra Tra Transf nsf nsf nsfer er ee Esp Esp Esp Esp Esper er er er act act act act ac ion ion ion ion i s. s.
Fly Fly:: A A A mod mo mod mod mo el el el el el wit wit wit wit wi h t hh t h t h this his hhis his ab ab ab ab abili ili ili ili ility ty ty ty ign ign ign ign g ore ore ore ores o s o s o s obje bje bje bje bjects cts cts tts du du du durin rin rin ring a g a g a g a g ny ny ny ny n fre fre fre fre ee m e m e m e mmove ove ove ove emen men men me me t. t. t. t.
For Force ce ce cce Fie Fie Fie Fieeld: ld: ld: ld: ld Wh Wh Wh Wh W en en en en a m a m a m a mmode ode ode ode del w l w l w l w l with ith ith h ith th th th th this is is i abi abi abi abi b lit lit lit lity i y i y i yy s i s i s i ss dle l ddle dle, t , t , , , hey hey hey hey hey au uuutom tom tom tomat ati ati atical cal cal ca c ly ly ly lly Soa Soa Soa Soa Soak 2 k 2 k 2 k 2 k 2 po po po po point int nt in n s o s of f
dam dam mmmage age age age age fr fr fr from om om many any any any any at at at at a tac tac tac ttackk. k. k.
Hea Heaaalin lin lin lin ling A g A g A g Aura ura ura ra a: : :: Fri Fri Fri Friend end end end en ly ly ly ly ly mod mod mod mod dels els els els e th th h th that at at beg beg beg beg e in in in in n the the the their ir ir ir r act act act act activa iva iva va ivatio tio tio tio tion w n w n w n w n it ith ithin in in thr three e inc inches hes of a
mod model el el eel wit wit wit wit with t h t h t h t h his his his is ab ab ab ab abili ili i ility ty ty ty hea hea hea a heal t l t l t two wo wo wo poi poi poi poi points nts nts nts t of of of of of da da da damag mag mag mag mage a e a e a e a e as s s s s s s s soon oon oon oo o as as a th they ey are are ac activ tivate atedd.
Heavy: : Re Reduc duce a e any ny for forced ced mo movem vement ent th this is mod modeel mak makes by 3, to a minimum of zero.
RRRRRRRRRREEEEFERENCCCCEEEEEEEEEEE
117
Lifeleech: When a model with this ability removes another model as a casualty, it heals
3 Health.
Linked (Model): Linked models are able to activate right after the model with the link
fnishes its activation and before your opponent takes his activation. A model must be
Idle in order to activate from being linked.
Looter: When a model with this ability takes an action to claim an objective, it can
immediately move 4.
Mob Rule: When a model with this ability inficts damage on an enemy, the damage
is increased by one for each additional friendly model with this ability in contact with
the enemy. Thus, if a model with Mob Rule inficts three points of damage to an enemy
surrounded by two additional models with this ability, the damage is increased by two.
Multiple Copies: Though this being is a unique individual, through some unusual means
there is more than one copy of them running around in the universe. A player may have
any number of copies of a model with this ability, even though they are not minions.
Psychic Immunity: Due to mystical shielding, lack of a soul or other factors, some
beings are unafected by psychic phenomena. A model with this ability cannot be the
target of any psychic attack.
Speed Trap: Models that begin their activation in contact with this model cannot make
their initial move.
Stealth: A model with this ability is always considered hidden when not actively
participating in a battle. When a model with this ability is Idle, they cannot be targeted
by ranged or psychic attacks, nor can line of sight be traced to the model. An Idle model
with this ability can still be engaged in close combat normally. As soon as a model with
this ability is made Ready, it loses the benefts of Stealth until it once again becomes Idle.
[Esper Type] Initiate: A model with this ability has some rudimentary skill manipulating
one of the six types of esper. A model with this ability is considered to have the Esper
Initiate ability and gains access to any Tier 1 General Actions associated with the listed
type of esper. Thus, a model that is a Chaos Initiate has access to all Tier 1 Chaos actions
from the listed General Actions.
[Esper Type] Master: Models with this ability have delved deeper into the mysteries of esper
and are now considered masters of one of the six types of esper. A model with this ability is
considered to have the Esper Master ability and gains access to all Tier 1 and Tier 2 General
Actions associated with the listed type of esper. For example, a model with the Chaos Master
ability has access to all Tier 1 and Tier 2 Chaos actions from the listed General Actions.
Reave: When a model with this ability removes another model as a casualty, it gains 1
Held Esper.
Unstoppable: After this model is subject to forced movement, move this model 2.
Lifeleech c :: Wh When en a m a mode od l w l with it th this is abi abilit l y r y remo emoves e an a oth other model as a casualty, it heals
3 HHeal alth. th
Lin Linked ked ed ed (M (MM (M (Mode ode ode od od l): l): l) l): Li Li L nke nked m d mode odels ls are are ab able le to to act activa ivate te rig right ht aft after er the the mo model del wi with th the th link
fni fnishe he he hes i s s s ts s act ac iva vatio ti n a n and nd bef be ore ore yo your ur opp oppone onent nt tak takes es his is ac a tiv tivati at on. on. AA mod mo el el mus m t be
Idl Idlee in o n orde rder t r to a acti ctivat ate f e rom ombeeing ing li inke nked. d.
Loo Looter ter:: Whe When a n a mo model del wi with th thi this a s bil bility ity ta takes kes an an ac actio ti n t n to c o clai laim a m an o n obje bjecti ctive, ve, it it can
imm mmedi ediate ately ly mov move 4 e 4. .
Mob ob Ru Rule: e: Whe When a mo model del wi w th h thi th s a s abil b ity ity in i fic ficts t dam damage age on on aan en enemy emy, t , the he dam damag age
is inc crea reased ed by by on one f e for or eac each a h ddi dditio tional nal frrien iendly dly mo model del wi with th thi this s abil bility ity in in co conta ntact ct wi with
the en enemy emy. TThus hus, iif a f a mo model del wi with th Mob Mob Ru Rule le inf infict icts t s thre hree p e poin oints ts of of dam damage age to to an an en enem emy
surrou ounde nded b d by t y two wo add additi itiona onal m l mode odels ls wit with t h this his ab abili ility, ty th the d e dama amage ge is is inc increa reased sed by by tw twoo.
Multip tiple le Cop Copies ies: Tho Though ugh th this is bei being ng is is a u a uniq nique ue ind indivi vidua dual, l, thr throug ough s h some ome un unusu usual al l mea means ns
there e is i mor more t e han han onne c e copy opy of of th them em run runnin ning a g arou round nd in in the the un unive iverse rse. A . A pl pl p aye aye ye y r m r m m r ay ay ay aay hav have
any y nu numbe mber o r of c f copi opies es of of a m a mode odel w l with ith th this is abi abilit lity, y, eve even t n thou hough gh the the ey a y a y are re re not not o not no mi mi mmmnio nio nio nio n nns. ns. nns.
Psyychi chic I c Immu mmunit nity: y: Due Due to to my mysti stical cal sh shiel ieldin ding, g, lac lac lack o k o k oof a f aaa f so so so ssoul ul uul u or or or or or oth oth oth oth other er errr fac fac fac ac a tor tor tor tor tors, s, s, s, som som so s ee
bei eings ng ar are u e unaf nafect ected ed by by psy psychi chic p c phen henome ome omena. na. na. na. AAAA mod mod mod mod modeel el el wit wit wit wit with t h t h t h t h this his his his s ab ab ab aa ili ili ili ili il ty ty ty ty y can an an cannot not not not not be be be be be th the e
tar arget get of of an any p y psyc sychic hic at attac tack. k
Spe Speed edTra Trap: p: Mo Model del els t s t s t s hat hat ha hat at be be be be begin gin gin gin gin th th th th their eir eir eir eir ac ac ac activ tiv tiv tiv vati ati at ati ation on on on n in in in in con con con contac tac tac tac tact w t w t w t w t with ith ith ith th th th this is s is mod mod mod mod odel el el el e can can can cannot not not not ma ma ma ma make ke
the their ir ini initia tia tial m l m l move ove ove ov .
Ste Stealt alt lt lt lth: h: h: hh A m A m A m A m A mode ode ode ode odel w l w l w l w l with ith th ith ith th th th th his is is is abi abi abi abilit lit lit lity i y i y i y is a s a s a s alwa lwa lwa lwa ays ys ys ys ys con con con con consid sid si sid sidere ere ere ere ered h d h d h d h d hidd idd idd idd dden en en enn whe whe whe whe when n n n n n n nnot ot ot ot o act act act act ac ive ive ive iv i ly ly
par partic tic c ticipa ipa ipa ipatin tin tin ting i g i g i g i g n a n n n ba ba ba ba battl ttl ttl tt e. e. e. e. e Whe Whe Whe Whe When a n a n a n a mo mo mo model del del del el wi wi wi ww th th th hh thi thi thi h s aa aabil bil bil bility ity ity ty y is is is ss Id Id Idddle, le, le, le, e th th h they ey ey ey y can an an aa not not not not n be be be e b ta ta ta ta arge rge rge g rgeted ted t
by by ran ran ran an anged ged ged ged or or or or or ps ps ps psych ych ych ych yc ic ic c ic att att att att t ack ack ck acks, s, s, s, nor nor nor or o ca ca ca cc n l n l n l n line ine in ine n of of of of si si ssight ght ght ght g be bee bee tr tr tr rrace ace ace ace aced t d t d t to t o t o ttthe he he e mod mod mod mod del. el. el. l. l An An An An Id Id Id Idle le le le mod mod mo mo m el e
wit with t h t h t h t h this his his his is ab ab ab abili ili ili ili i ty ty ty ty can can can can st st st st s ill ill ill ill be be bee be en en en en engag gag gag gag ga ed ed ed ed in iin in clo clo clo close se e se com com o com combat bat bat bat a no no no norma rma ma rma mally lly y lly y. A AAAs s s s ss s s soon oon oon oon as as as as a a a a a a mod mod mod mod model el eee wit with
thi this a s a s a s abil bil bil bil bility ity ity ity iis is is ma ma ma ma made de de de e Rea Rea ea Ready, dy, dy, dy, dy it it it it it lo lo lo loses ses see th th th th t e b e b e b e ene ene ene enefts fts fts ts s of of of of St St St St Steal eal eal eaa th th th th unt unt unt unt until il il il il it it t it onc onc onc once a e a e e e gai gai gai gai gain b n b n b n b beco eco eco eco ecomes mes m Id Idle. le
[Es [Essssper pe pe pe p Ty Ty Ty Type] pe] pe] pe] pe] In In n Initi iti iti itiate ate ate ate: A A A AAmod mod mod mod del el el el wit wit wit wit wi h t h t h t h this his his his is ab ab ab abili ili ili ility ty y ty ty has has has has so so so so s me me me me me rud rud rud rud rudime ime mme imenta nta n ry r ski skill ll man manipu ipulat lating
one one ne ne of of of o th th th tt e s e s e s e six ix ix ix x typ typ typ ty ypes es es ee of of of off esp esp esp esp e er er. er. er. A A A AA mod mod mod mod model el el el wit wit wit wit i h t h t hh this his his his hi ab ab ab ab abili ili ili ii ty y ty y is is con consid sidere ered t d to h o have ave th the E e Esper
Ini Ini itia tia tia ttiate te te tt abi abi abi abilit lit t lity a y a y a y a y nd nd nd nd nd gai gai ga gai g ns ns ns ns ns acc acc acc acc access ess ess esss to to to to o an an an any T y T y T y TTier ier er ier er 111 Gen Gen Gen Genera eral A l Acti ctions ns as a soc sociat iated ed wit with t h the he listed
typ typ ppe o e o e o e o e of e f e f eespe spe sp sp r. r. r. r. Thu Thu Thu Thu Th s, s, s, s, s a m a m a m a m a mode ode ode ode d l t l t l t l t l that hat hat hat hat is is is is a a a a a Cha Cha Ch Ch Ch os oo Ini Initia tiate te has has ac acces cess t s to a all ll Tie Tier 1 r 1 Ch Chaos ao ac actions
fro fro om t m t m t m t m he he he hee lis lis lis lis sted ted ed ted Ge Ge Ge Gener ner ner ner ne alll al Act Act Act Act Actio on on ion ions. s. s
[Es [Esper pe pe pe e Ty Ty Ty Ty T pe] pe] pe pe] pe Ma Ma Ma Maste t ster: r: Mo Model dels w s with ithth this is abi abilit lity h y have av de delve lved d d deep eeper er int into t o the he mys my ter teries ies of of es e per
and and ar ar ar are nn e now ow con consid sidere ered m d mast asters ers of of on one oof t f the he six six ty ypes pes of of es esper per. A . A mo model del wi with th thi this a s abil bility it is
con consid sidere ered t d to h o have ave th the E e Espe sper M r Mast aster er abi abilit lity a y nd nd gai gains ns acc ccess es to to al all T l Tier ier 11 and and Ti Tier er 2 G 2 Gene en ral
Act Action ions a asso ssocia ciated ted wi with th the the li liste sted t d type ype of of es esper per. F . For o exa exampl mple, e, a mmode odel w l with ith th the C e Chao haos M s Mast aster
abi bilit lity h y has as acc access ess to o al all T l Tier ier 11 and andTi Tier er 2 C 2 Chao haos a s acti ctions ons fr from om the the li liste sted G d Gene eneral ral Ac Actio tions. ns.
Reave: v Wh When n a m a mode odel w l with ith th this is abi abilit lity r y remo emoves ve an anoth other er mod model el as as a c a casu asualt alty, y, it it gai gains s 11
Held EEspe per. r.
Unstopppab pable: le: Af After ter th this is mod model el is is sub subjec ject t t to f o forc or ed ed mov moveme ement, nt, nt mo mo mo moove vvvv thi thi thi thi this m s m s m m s mode ode d od odel 2 l 2 l . .
118
LAW ACTIONS
CLEANSE: Tier One; Support; 3 ;
Remove one AoE marker that is in LoS.

INTRACTABLE: Tier One; Soak; 3 ;
Soak 2.
: 3 ; Increase the Soak by 2.

REMAIN WHERE YOU ARE: Tier One; Support; 5 ; AoE; Debuf;
Enemy models that begin their activation in the area have their
speed replaced with 0 - 0.

LAW OF RETRIBUTION: Tier Two; Transfer; 6 ;
Transfer 4 damage to the attacker.
: 3 ; Transfer 6 damage to the attacker.

ENFORCING ORDER: Tier Two; Support; 5 ; AoE; Debuf
When an enemy model begins its activation in the area, their
controlling player reveals their hand and you select and discard 2
cards. The controlling player then draws back up to 5 cards.
LLLLLLLLLLLLLLLLLLLLAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAWWWWWWWWWWWWW AAAAAAAAAAAAACCCCCCCCCCCTTTTTTTTTTIIIIIIIIIOOOOOOOOOOONNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNSSSSSSSSSSSSSSSS
CL CLEA EA ANS NS NS SEEEE: : ::: Ti Ti Ti Ti ier er er er er OOOOOne ne ne ne ne; Su Su Su Su Supp pp pp pp por or or or ort; t; 3 ;
Re Re Re eemo mo mo mmove ve vve ve oooone ne ne ne ne AAAAAoE E oE oE oE mmmmmar rrrrke ke ke ke k r th th th that aat a iiiisss in in in LLLLoS oS ooo ....
IN NNNNTR TR TR TR T AC AC AC AC ACTA TA TA TABL BL BBB EEEEE: :: Ti TTT er er eer e OOOOOne ne ne ne; ;;; So So oooak ak ak k ak;;;;; 3 ;;;;
So So So So Soak ak ak ak k 22222.
: 3 ; ; ; ;; Innnnncr cr cr crea aaase se se e tttthe he he he he SSSSoa oa oa oa ak by by by by by 2....
RE EEEMA MA MA MAAIN IN N IN NWWWWWHE HE HE HERE RE RE RE RE YYYYYOU OU OU OU OU AAAARE RE RE:: Ti Tierr OOne e;; Su Supp ppor ort; t; 55 ; ; Ao AoE; E; Deb ebuf f;
En En En En Enem em em emmy y y y y mo mo mo mo mode de de de dels ls s ls tttha ha hatt be begi ginn th thei eirr ac acti tiva vati tion on iinn th thee ar area ea hhav ave e th t eir
sp sp sp sp speeeeeedddd re eepl pl plac ced ed wwit ithh 0 0 -- 0. 0.
LA LAW W OF OF RRET ETRI RIBU BUTI TION ON: : Ti Tier er TTwo wo; ; Tr Tran ansf sfer er; ; 6 ;;
Tr ran ansffer er 4 ddam amag age to to the he att ttac acke ker. r.
: 3 ; ; Tr Tran ansf sfer er 66 ddam amag age e to to tthe he att ttac a ke ker. r
EN ENFO FORC RCIN INGG OR ORDE DERR: Ti Tier er TTwo wo; Su Supppor ort; t; 55 ; Ao AoE; E; DDeb ebuf uf
Wh When e aann en enemmy y mo modeell be egi gins ns iits ts aact ctiv ivat a io onn in n tthe he aare rea, a, tthe heir
co ont ntro oll llin ing g pl play ayer e rrev evea eals ls the heir ir hhan and d an andd yo you u se sele lect ct aand nd ddis isca card rd 2
ca card rds. s. TThe he con ontr trol olli ling ng ppla laye yerr th then en ddra raws ws bbac ack k up up tto o 55 ca card rdss.
119 119
CORRUPTION ACTIONS
CORRUPTING INFLUENCE: Tier One; Support; 3 ; AoE; Debuf;
Enemy models in the area gain -1 to all attack and defense skills.

VITIATE: Tier One; Transfer; 3 ;
Transfer 2 points of damage to a model in LoS.
: 3 ; Increase the damage transferred to 4.

VOID: Tier One; Support; 3 ; AoE; Debuf;
This area blocks LoS and is size 10. Models can move through the
area.

UNDERMINE: Tier Two; Support; 5 ;
Choose an enemy efect in LoS. Take control of that efect.

BRIBE: Tier Two; Redirect; 5 ;
Redirect the attack to the nearest friendly legal target. This action
cannot be used on Melee attacks.
: 2 ; The attack can be redirected to any friendly model within
line of sight.
CCCCCCCCCCCCCCCCCCCCCCCCCCCCOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOORRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRUUUUUUUUUUUUUUUUUUUUUUUUUUUUUPPPPPPTTTTTTTTTTTTTIOOOOOOOOOOOOOOOOOOOOOONNNNNNNNNNNNNNNNNNNN AAAAAAAAAAAAAAAAAACCCCCCTTTTTTTTTTTTTTTTTTTTTTTTTTTIIIIIIIIIIIIIIIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
CO CORR RRUP UPTI TING NG IINF NFLU LUEN ENCE CE:: TTie ier r On One; e SSup u po port r ; 3 ; Ao AoEE; DDeb ebuf uf;
En Enem emyy mo mode dels ls inn th the ar area ea ggai ainn -1 -1 tto o al all l at atta tack ck aand nd ddef efen ense se sski kill l s.
VI VITI TIAT ATEE: : Ti Tier er OOne ne; Tr Tran a sf sfer e ; 3 ;;
Tr Tran ansf sfer e 22 ppoi oint nts of of ddam amag ge e to to aa mmod odel el iinn Lo LoS. S.
: 3 ; ; In ncr crea ease se the he dam amag age e tr ran ansf fer errredd to to 44.
VO VOID ID: Ti Tier e OOne ne;; Su S pp ppor ort; t; 3 ; ; Ao A E; E; DDeb ebuf uf;;
Th This is aare reaa bl bloc ocks ks LLoS oS aand nd iiss si size ze 110. 0. MMod odel elss ca cann mo move ve ve tthr hr hr rou ou ou o gh gh ggh gh tthe he
ar area ea..
UN UNDE DERM RMIN INEE: Ti Tier e TTwo wo;; Su Supp pp ppor oo t; t; t; 55 ;
Ch Choo oose se aan en enem emy y ef efec ect t t in in in n LLLLLoS oS oS oS oS. Ta Ta Ta Ta Take ke ke k cccccon on ooo tr tr tr tr trol oooo ooooof ffff th th ttt at at at at t efe fe fe fe fect ccc ....
BR BRIB BBEEE: :: Ti Ti Ti T er er er er TTTTwo wo wo wo wo; ; Re Re Re Re Reddi dire re re re rect ct ccc ; ; ; ;; 55 ;;
Re Re Re eedi di di di dire re e rect ct ct ct c ttttthe he he he he aaatt tt tt tt tac ac ac ac ack kkk to to to to to ttttthe he he he he nnea ea ea ea eare re re re est st st st s ffffri ri ri ien en en endl dl dl dly y yy y le le le le lega ga ga ga g llll ta ta ta targ rg g rg rget et ettt... Th Th Th Th T is is is is aaaact ct ct ct tio io io ion
ca ca ca cann nn nn nn nnot tt ot t bbbbbe us us us us used ed ed ed ed ooooon Me Me Me Mele le le leeeeee at at at atta ta ta tack ck ck cks. s. s. s. s.
:::: 22 ;;;; Th Th Th Th Theeee at at at at tta ta ta ta ack ck ckkk ccccan an an an bbbbe eee re re re re edi di di di dire re re rect ct ct ct c ed ed ed ed tttto o o oo an an an an a y y y yy fr fr fr fr frie ie ie end nd nd nd dly ly y ly mmmmmod od od oodel el el el e wwwwwit it t it thi hi hh n
li li li li ine ne ne ne oooof f f f f si si iiigh gh gh ghtttt. t
120 120
LIFE ACTIONS
SOOTHING TOUCH: Tier One; Support; 3 ;
Heal the target 2.
: 3 ; Increase the heal by 2.

REGENERATION: Tier One; Recover; 3 ;
Heal this model 2.
: 3 ; increase the heal by 2

PROTECTIVE EMBRACE: Tier One; Support; 3 ; AoE; Buf;
Friendly models in the area gain +1 Armor.

NURTURE: Tier Two; Support; 4 ; AoE; Buf;
Friendly models in the area gain +2 to all defense skills.

FONT OF LIFE: Tier Two; Support; 5 ; AoE; Buf;
Friendly models that begin or end their activation in the area heal
3. A model can only beneft from a single marker once during their
activation but can beneft from multiple healing fonts per activation.
LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLIIIIIIIIIIIIIIIIIIIIIIFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFEEEEEEEEE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCCCCCCCCCCCCCCTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTIIIIIIIIIOOOOOOOOONNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
O SOOT OTHI HI HING NG NG GTTTTOU OU OU OU OUCH H CH HH::::: Ti Ti TTi T er er er er er OOOne ne ne ne ne;;; ; Su Su Su SSupp pp pp pppor or or or o ttt; t 3 ;;;;;
He He eal al al ll ttthe he he he he ttar ar ar ar arge ge ge ge get t ttt 2. 2. 2. 2. 2
: 3 ;;; ;; In In In Inncr crr cr crea aaaase se se se se tttthe he he he e hhhhea ea ea eallll by by by by by 2222.

RE RE RE RE REGE GE GEE GENE NE NE NE ERA RA RA RA RATI TI TI TT ON ON ON ON ON: Ti Ti Ti T er eeee OOOOOne ne nn ;; Re Re Re Re Reco ooove ve ve ve ver; r;;;; 3 ;
He eeeeal al al a ttthi hi hi hi h s ssss mo mo mo mo ode de de de elll 2. 2222
: 3 ; ;;;; in in in ncr cr cr cr c ea aaaase se se se s ttthe he he he he hhhhhea ea ea ea ealll by by by by by 22222
PR PR PR PR ROT OT OT OT OTEC EC EC EC ECTI TI TI TI TIVE VE VE VE VE EEEEEMB MB MMB MBRA RAACE CE:: Ti Tier er OOne ne; Su Supp ppor ortt; 3 ; Ao AoE; E; BBuf uf;;
Fr rrrrie ie ie end nd nd nd ndly ly ly y ly mmmod od odel els s in i tthe he aare rea ga gain n ++1 Ar Armo mor. r.
NU NURT RTUR UREE: Ti Tier er TTwo wo; Su Supp ppor o t; ; 4 ; Ao AoE; ; BBuf uf;;
Fr Frie iend ndly ly mmod odel els s in in tthe he aare rea a ga gain in ++22 to to aall ll ddef efen ense se sski kill lls. s.
FO FONT NT OOFF LI LIFE FE:: Ti Tier er TTwo wo; Su Supp ppor ort; t; 55 ; Ao AoE; E; BBuf uf;;
Fr Friiend ndly ly mmod odel els th that a bbeg e in in or r en endd th thei eir r ac acti tiva v ti tion on iinn th the e ar a ea ea hhea eal
3. 3 A mmod odel el can an oonl nly y be bene neft ft fro rom ma a si sing ngle le mmar arke er r on once ce ddur urin ing g th thei e r
ac acti tiva vati tion onbbut ut ccan anbben enef eft t fr from ommmul ulti tipl ple e he heal alin inggfo font nts s pe per r ac acti tiva vati tion on.
121
CHAOS ACTIONS
ERRATIC DEFENCE: Tier One; Soak; 3 ;
Prevent 3 damage. Draw and reveal 3 cards. Increase the damage
prevented by 1 for each point of Chaos revealed. Reduce the
damage prevented by 1 for each point of Law revealed.
: 2 ; Increase the damage prevented to 4 and the number of
cards drawn to 5.
MISCOMMUNICATION: Tier One; Support; 3 ; AoE; Debuf
Enemy models in the area cannot beneft from Bufs.

MUTAGEN: Tier One; Support; 2 ;
Discard any number of cards from your hand. Flip 1 card plus one
for each card discarded. Heal 2. Increase this heal by 1 for each
point of chaos revealed. Reduce the heal by 1 for each point of
Law revealed.

CHAOS SCREEN: Tier Two; Transfer; 5 ;
Transfer 4 points of damage to the nearest model.
: 3 ; Increase the transfer to 6 and select the target of the transfer.

CONFUSION: Tier Two; Support; 5 ; AoE; Debuf;
When an enemy model begins its activation in the area, its
controlling player must randomly discard three cards from their
hand. The controlling player then draws back up to 5 cards.
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCHHHHHHHHHHHHHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAOOOOOOOOOOOOOOOOOOOSSSSSSSSSSSSSSSSSSSSSSSS AAAACCCCCCCCCCCCCCCCCCCCCCTTTTTTTTTTTTTTTTTTTTTTTIIIIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONNNNNNNNNNNNNNNSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
ER ERRA RATI TIC C DE DEFE FENC NCE: E: TTie err On One; e; Soa oak; k 333333333333333333333333333 ;
Pr Prev even ent t 3 3 da dama mage ge. Dr Draw w aand nd rrevvea eal 33 ca card rds. s IInc ncre eas ase th thee da dama mage
pr prev even ente tedd by by 11 ffor or eeac ach h po poin int t of of CCha haos os rrev evea eale led. d. RRed educ ce e the
da dama mage ge ppre reve vent n ed ed by y 11 fo or r ea each ch ppoi oint nt oof f La Law w re eve veal aled ed.
: : 222222222222222222222222222222222222 ; ; In Incr crea ease se tthe he ddam amag age e pr prev even ente ted d to to 44 aand nd tthe he nnum umbe ber r of o
ca card rdss dr draw awnn to to 55..
MI MISC SCOM OMMU MUNI NICA CATI TION ON: Ti Tier er OOne ne; Su Supppor o t; t; 3333333333333333333333 ; ; Ao AoE; E; DDeb ebuf uf
En Enemmyy mo mode dels ls inn th the ar area ea ccan anno not be bene neft ft fro rommBu Bufs fs.
MU MUTA TAGE GENN:: Ti T er er OOne ne; ; Su upp ppor ort; t; 22222222222222222222222222222222 ;;
Di Disc scar ardd an any y nu numb mber er ooff ca card rdss fr from om o yyyou ou ou our r rrr ha ha ha ha hand nd nd nd nd. Fl Fl Fl Fl Flip ip ip ip ip 11111 ccccar ar ar aa ddddd pl pl ppl plus us us uss oooone ne
fo forr ea each ch ccar a d d di disc scar a de ded. d. HHHea ee ll l 2. 2. 2. 22 IIInc nc nc nc ncre reas as as as aseeeee th th th th this is is is is hhhhhea eeee lllll by by by by 1111 fffffor rrrr eeeeeac ch h
po poin nt t of of ccha haos os rev ev evea ea e le le le l d. dddd RRRRRed eeee uc uc uc uc uceeeee th th th th the eeee he he he he heal aaaa bbbby y y y y 11111 fo fo fo fo forrr ea ea ea ea e ch ch ch chh ppppoi oi oi oint nt nnn oof f
La Law w re reve veal aled ed ed.
CH CH CH CH CHAO AO AO AAOS S SSS SC SC SC SC SCRE RE RE RE REEN ENN ENN: : :: : Ti Ti Ti Tier eer er er TTwo wo wo wo wo; ; ;; Tr Tr Tr Tr Tran aaan ansf sf sf sf fer er er er;;;; 5555555555555555555555555555555555555 ;;;;;
Tr Tr Tr Tr Tran an aan ansf sf sf sf fer eeee 44444 pppppoi oi oi oint nt nt nts of of of of o ddddam am am amag ggge e e e to oooo tttthe he he he he nnnnnea ea ea ea e re re re re est st ss mmmmmod od od od odel el el el.
: : 33333333333333333333333 ; ;;; In In nncr cr cr cr crea ea ea ea e se se se se e ttthe he he he h ttttraaaaans ns ns ns sfeeeeerrr r to to to to t 66666 aaaaand nd nd ndssssseeeelec ec ec ec e ttttt th hhhhe eeee ta ta ta arg rg rg rg get et et et oooof f f ff th hhhe eee tr tr tt an an an annsf sf ss er er.
CO CO CO CONF NNN US US US US USIO OOOONNNNN: Ti Ti Ti Ti T er er er er e TTTTwo wo wo wo wo; ;; Su Su Su Su upp pp pp p ppor or or oo t; t; t; t; 555555555555555555555555555555555555 ; ;; Ao Ao Ao Ao AoE; E; E; E;; DDDDDeb eb eb b ebuf uf uf uf u ;;;;;
Wh Wh Wh Wh When en en en n aannnn en en en enem em em em e y y y y mo mo mo mo m de de de del ll be be be be b gi gi gi gi gins ns nnn iiiits ts ts ts aaaact ct ct ct ctiv iv iv iv vat att at atio io io io ion n n nn in in in in ttthhe he h aare ea, a, iits
co co co co c nt nt tttro ro ro ro oll ll ll nn in inggggg pl pl pl pp ay ay ay y ayer er er err mmmmus us us us u t t ttt ra ra aaand nd nd nd dom om om omm yy ly ly y dddddiis isca ca ca ca card rd rrr ttthr hr hhh ee ee e car ards ds ffro romm th their
ha ha ha ha hand dddd. Th Th Th TT eeee co co co cont nnt nt ntrro ro r ll lll llin in n in ngg pl pl pl play ay ay yer er r er er the he he he hennnn dr dr dr dr draw aw aaw a ss ba back ck upp to t 55 ccar rds ds. a ha hand nd nd. Th Th Theee e co co co cconnnntro rro ro rolllll l in nnngggg plllay ay ay ay ayer rr the he hhh nnnn n dr ddd aw aw a s ba back k upp to t 5 ccar ards s
122
ENTROPY ACTIONS
DRAIN ESSENCE: Tier One; Transfer; 3 ;
Transfer 2 damage.
: 3 ; Recover 2.

ATTACK DEGRADATION: Tier One; Soak; 3 ;
Soak 2.
: 3 ; Increase the soak by 2.

DECAY: Tier One; Support; 3 ; AoE; Debuf;
Enemy models in the area reduce their Armor by 2 to a minimum
of 0. If a model does not have Armor, Decay has no efect.

ENTROPIC FIELD: Tier Two; Support; 5 ; AoE; Debuf;
Enemy models that begin their activation in the area take 3
damage. This damage cannot be soaked.

HORROR: Tier Two; Psychic Attack; 5 ;
Move the defender 12 directly away from the attacker.
: 3 ; The attack inficts 4 damage in addition to its normal afect.
EEEEEEEEEEEEEEEEEEEEEEEEEEEENNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNSSSSSSSSSSSSSSSSSSSSSSSSS
DR DRAI A N N N ES ES ESSSE SE SE SEENC NC NC NCCEEEEE: Ti Ti Ti TT er eeee OOOOOne nnnn ;;;;; Tr Tr Tr Tr Tran nnnnsf sf sf sfer er er er; ; ;; 3 ;
Tr Tr Tran an an nnsf sfffer er er er er 22 dddddam am am am amag ag ag ag age. e...
: 3 ;;; ;; Re Re Re Re Reco cccc ve ve ve ve ver rrrr 2. 2. 22. 2.

AT AT AT AT ATTA TA TAA TACK CK CK CKK DDDDDEG EG EG EG EGRA RA RA RA RADA DA DAATI TI TI TT ON ON ON ON N: Ti Ti Ti Ti T er er er er e OOOOne ne ne ne e; So So So o Soak ak ak ak ak; ;;; 3 ;;;;;
So ooooak ak ak ak k 2222.
: 3 ; ;;;; In In Inncr cr cr cr c ea aaaase se se se s ttthe he he he he soa oa oa oa oak k kkk by by by by by 22222.
DE DE DE DEECA CA CA CA CAYYYYY: : : : : Ti Ti Ti Ti T er er er er er OOOOOne ne ne nne; ; ; Su Su SS pp pp p or ort; t; 3 ; ; Ao AoE; E; DDeb ebuf uf;;
En nnnnem em em emmy y yy y mo mo mmo m de de dels s iinn th the e ar area ea rred educ ce e th hei eir Ar Armo mor r by by 22 too aa mi mini n mu m m
of of f of f 000.. If If f aa mmod odel el ddoe oess no nott ha have ve AArm rmor or, De Deca cay y ha hass no no eefe fect ct..
EN ENTR TROP OPIC IC FFIE IELD LD:: Ti Tier er TTwo wo; ; Su Supp ppor ort; t; 55 ; ; Ao AoE; E; DDeb ebuf uf;;
En Enem emy y mo mode dels ls ttha hat t be begi ginn th thei eir r ac acti tivaati tion on iin th the ar areaa ttak ake e 3
da ama mage ge. . Th This is ddam amag agee ca cann n ot ot bee so s ak aked ed.
HO HORR RROR OR:: Ti Tier er TTwo wo;; Ps Psyc ychi hic c At tta tackk;; 55 ;;
Mo Move ve tthe he ddef efen ende der r 12 12 di dire rect ctly ly aawa way y fr from omtthe he aatt ttac acke ker. r.
:: 3 ; ; Th Thee at atta ack ck inf nfic icts ts 44 ddam amag age e in in aadd ddit itio ion n to to iits ts nnor orma mal l af afec ect.
123 123
ESSENCE ACTIONS
VIGOR: Tier One; Support; 3 ; AoE; Buf;
Friendly models in the area gain +2 to all attack stats.

IMMUNITY: Tier One; Soak; 3 ;
Soak 2 damage.
: 3 ; Increase the soak by 2.

STAND BACK: Tier One; Support; 3 ;
All models within 3 are moved directly away from the acting
model.
: 2 ; Increase the distance moved to 5.

ESPER STORM: Tier Two; Support; 5 ; AoE; Debuf;
When a model begins or ends its activation in the area, it takes 5
damage.

SPIRIT WALK: Tier Two; Support; 5 ; AoE; Buf;
Friendly models that begin their activation in the area ignore
objects while moving this activation.
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEENNNNNNNNNNNNNNNNNNNNNCCCCCCCCCCCCCCCCCCCCCEEEEEEEEEEEEEEEEEEEEE AAAAAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCCCCCTTTTTTTTTTTTTTTTTTTTTTTTTTIIIIIIIIIIIIIIIIIIOOOOOOOOOOOOOOOONNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
VI VIGO GORR: : Ti T er er OOne ne; ; Su upp ppor ort; t 3333333333333333 ;; Ao AoE; E; BBuf uf;
Fr Frie iend ndly ly mmod odel els s in in tthe he aare rea ga gain in ++2 2 to to aall l aatt t ac ack k st tat ats.
IM IMMU MUNI NITY TY: Ti Tier e OOne ne;; So Soak ak; ; 333333333333 ;;
So Soak ak 22 ddam amag age. e.
: : 3333333333333 ; ; In Incr crea ease se tthe he ssoa oak k by by 22.
ST STANND D BA BACKK: : Ti T er er OOne ne;; Su Supp ppor ort; t; 3333333333333333 ;;
Al Alll mo mode dels ls wwit ithi hinn 3 3 aare re mmov oved ed ddir irec ectl tly y aw away ay ffro romm th th t e e e ac ac aa ti ting n
mo mode d l. l.
:: 2222222222222222222 ; ; In Incr crea ease se tthe he ddis ista tanc nce e mo move vedd to to 55. .
ES ESPE PER R ST STOR ORMM: : Ti Tier er TTwo wo o; ;; Su Su Supp pp pp pp ppor or ooort; t; t; ; 55555555555555555555555 ; ;;; Ao Ao Ao Ao AoE; E; E; E; E; DDDDDeb eb eb eb ebuf uf uf uf uf;;;;
Wh When e aa mmod odel el bbbeg eg eggin in in ins ssss or or or or or eeeend nnd nds ssss it it it tts ssss ac ac aac a ti ti ti ti tiva vvvv ti ti ti ti tion on on on o iiiin nnnn th th th the e eee aaaar a ea ea ea ea,,,, itt it itt tttttak ak ak ak a es es ees e 55
da dama mage ge g ...
SP SP SP SP SPIR RRRRIT IT IT IT T WWWWWAL AL AAA KKKKK: ::: Ti TTT er er er er er TTTTTwo wo wo wo wo;;;; Su Su uuupp ppp pp or or or ort; t; t; t 5555555555555555555555 ; ; ;; ; Ao Ao Ao Ao AoE; E; E; EE BBBBuf uf uf uff;
Fr Fr Fr Fr Frie ie ie ie i nd nd nd nd ndly ly ly ly ly mmmmmod od od od o el el el els s s th th th th that at at at bbbbeg eg eg egin in in in n ttttthe he he he heir ir ir ir aaaaact ct ct ctiv iv iv iv vat at at aatio io io io ionnnn in in in in i tttthe he he hhe aaare re re re r a a a aa ig ig ig igno no no no nore re
124
ob ob ob ob obje je je je ect ct ct ctssss wh wh wh wh whil il il i e e ee mo mo mo movi vi vi ving ng ng ng ng tthi hhi hi h sssss ac ccccti ti ti tiva va va vati ti ti ti t on on on on o ...
1. Pregame
1.1. Determine game size
1.2. Recruit cadre
1.3. Determine scenario
1.4. Setup the battlefeld
1.5. Determine frst player
1.6. Deploy boosts
1.6.1. First player deploys the frst boost
1.6.2. Second player deploys a boost
1.6.3. Additional players deploy a boost in turn order
1.6.4. If all players have deployed a boost start over with the frst player
deploying another boost
1.6.5. Continue like this until all boosts are deployed
1.7. Deploy models
1.7.1. First player deploys the frst model
1.7.2. Second player deploys a model
1.7.3. Additional players deploy a model in turn order
1.7.4. If all players have deployed a model start over with the frst player
deploying another model
1.7.5. Continue like this until all models are deployed
1.8. Setup tracker cards on dashboard
1.8.1. The frst player sets their dashboard
1.8.2. The second player sets their dashboard
1.8.3. Any addition players set their dashboard in turn order
1.9. Start game
2. Steps of a turn
2.1. Begin turn
2.1.1. Move left most ready model to active model slot in dashboard
2.1.2. Slide all ready models left
2.1.3. If active model has Linked choose if it will be used
2.1.3.1. If it is, place the linked model in the linked slot
2.1.4. Activate the active model
2.1.4.1. See activation (3)
2.1.5. Place the active model in the idle section
2.1.6. If there is a linked model activate it now
2.1.7. Place the linked model in the Idle Section
2.1.8. Fill the ready section
2.2. End turn
3. Activation
3.1. Begin activation
3.1.1. Before initial movement efects
3.1.2. Initial movement
ORDER OF OPERATIONS
1. Pre Pr gam gamee
1.1 .1. Det De erm ermine ine e ga ga game me me me siz siz siz siz sizeeeee
1.2 .2. Rec Rec e rui rui ru t c t c t cadr adr adr adr dreeeee
1.3 1.3.. Det Det Det Det eterm erm erm erm ermine ine ine ine ine sc sc sc sccena ena en en enario rio rio rio rio
1.4 1.4.. Set Set Set Set Setup up up up u the the the the the ba ba ba ba battl ttl ttl ttlefe efe f efe efeld ld ld ld d
1.5 .5.. Det Det Det Det eterm erm erm erm e ine ine ine ine n fr fr fr frst st st st pla pla pla pla ayer ye ye ye y
1.6 .6.. Dep ep ep Depploy loy loy loy bo bo bo bo boost st st ost stssss
1.66.1. .1. 11 Fir rrrrst st st s pla pla pla pla player yer ye ye de de de deplo ppp ys ys ys yy the the the the t fr fr fr fr rst boo boo boo boo boost stttt
1.66.2. .2. 222 Sec ec ec ec econd ond ond ond o pl pl pl pl p aye aye aye ayer d r d r d r d r epl epl pl pl ploys oys oys ooys aaaaa boo boo boo boo boost st st st st
1.66.3. .3. 33 Add dd dd dd diti it it it it ona ona ona ona n l p ll p l play lay lay lay layers ers ers ers ers de de de de deplo plo lo plo loy a y a yyy bo bo bo bb ost ost ost in in tu urn rn ord rder er
1.66.4. .4. 444. If all all all all all pl pl pl pl p aye aye aye aye ayers r hav hav hav hav have dddddepl epl ep e oye oye oy d a a bo boost ost sstart art ov over er wit with t h the he frs frst p t play layer er
dep dep dep ep deploy loy loy ooying ing ng ing ng an an nnnoth oth ot ot ot er er er boo boo boost st
1.6 .6.5. .5. 5 Con Con Co Contin tin ti t ue ue ue lik like t e this his un until til al all b l boos oosts ts are are de deplo ployed yed
1.7 1.7. Dep Dep Deplloy loy mo model delss
1.7 .7.1. .1. Fir Fir t st pla player er de deplo ploys y the the fr frst st mod model el
1.7 .7.2. 2. Sec Second ond pl playe ayer d r depl eploys oys a mod model el
1.77.3. 3. Add Ad iti itiona onal p l play layers ers de eplo pl y a y a mo model de in n tu turn n ord or er er
1.77.4. 4. If If all a pl playe ayers rs hav have d e depl eploye oyed a d a mo model del st start art ov over wit with t the he frs frst p t lay layer e
dep de loy oying ing an anoth ther e mod modell
1.7.5. Con Co tin tinue u lik like t e his his un ntil til all m l mode odels ls are re de d plo ployed yed
1.8. Set Se up up tra tr cke cker c r card ards o on d n dash ashboa board rd
1.8.1. The Th fr frst st pla player yer se sets t the their das dashbo board ard
1.8.2. The The se secon cond p d play layer er set sets t s thei heir d r dash ashboa board rd
1.8.3. Any Any ad addit dition ion pl playe ayers rs set set th their eir da dashb shboar oard i d in t n turn urn or order der
1.9. Sta Start rt gam amee
2. Ste teps p of of a t a turn urn
2.1. Beg egin in tur turnn
2.11.1. .1 Mov ove l e eft eft mo most st rea eady dy mod model l to to o act ct ctive iv iv v mo mo mo mo model del del del l sl sl sl sl slot ot in in in in in das das das dashbo hbo hbo bo hboard ard ard ard ard
2.11.2. .2. Sli ide de all ll re ready ady mo model del ls l lleft eft eft
2.11.3. .3. If act active ive mo m del del del ha ha as L s L s L Link ink kkked ed ed ed ed cho ho ho ho hoose ose ose ose e if if ff if it wi wi wi wi ill ll ll ll ll be be be e use use use useddddd
2.11.3. .3.1. . If it it it is, is, is, s,, pl pl ppl p ace ac ac ac c th th th th the l e eee ink nk nk nn ed eeee mo mo mo mod mo el el el el el in in in in in the the the he li ll nke nke nke nke ked s d s d s d s d lot lot lot lot
2.1 .1.4. .4. Act Act Act c iva iva iva vv te te eee the the h th h ac acc activ tiv tiv tiv tive m e m e m e m e mode ode de ode odelllll
2.1 2.1.4. .4.1. 1. . 1. See See See See See ac ac ac aa tiv tiv iv tiv tivati ati ati ati at on on oon o (3) (3) (3) (3)
2.1 2.1.5. .5. Pla Pla Pla Pla Place e e ee the the the the th ac ac ac aactiv tiv tiv tive m e m e m e mode ode ode odel i l i l i l in t n t ttthe he he he idl idl idl idl d e s ee e e ect ect ec ect e ion ion ion ion
2.1 2.1.6. 6. 6. If If If If If the the the the there re re re iis a l a l a l a l a link ink ink in inked ed ed ed e mod mod mod model el el el act act act act activa iva iva iva ivate te te te iit nnow now now now
2.1 2.1.7. 7. 77. Pla Pla Pla Pla P ce e ee e the th th h th li li li linke nk nk nk d m d m d m d m d mode de de ddel i l ll l n t n t tthe he he he Idl dl ddl d e S e e e e ect ect ect ection ion ion ion
2.1 2.1.8. 8. 8. Fil Fil Fil Filll t l the he he he rea rea rea rea ready dy dy dy dy sec ec ec ectio tio ti ti nnnn
2.2 2.2. End En En En tu tu tu tu turn rn rrr
3. 3. Act Ac Ac Ac A iva va va va vatio tio tio tionnnn
3.11. Beg Beg e in in nn act ac ac act c iva iva iva iva ivatio tio ttio t nnnn
3.1.1. Bef Before or in initi itial al mov moveme em nt nt efe efects cts
3.1.2. Initial movement
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOORRRRRRRRRRRRRRRRRRDDDDDDDDEEEEEEEERRRRR OOOOF OPERAAAATTTTTTIIIIIOOOOOOOOOOONNNNNNNNNNNNNNNNSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
125
3.1.3. After initial movement efects
3.1.4. Perform action
3.1.5. Before follow-up movement efects
3.1.6. Follow-Up movement
3.1.7. After follow-up movement efects
3.1.8. Discard any number of cards from your hand
3.1.9. Reset your hand to 5 cards
3.2. End Activation
4. Actions
4.1. Performing a support action
4.1.1. Declare the action
4.1.2. Pay the cost for the action
4.1.3. The action is resolved
4.1.4. Reset hands
4.2. Performing a attack action
4.2.1. Declare the attack
4.2.2. Pay the cost for the action
4.2.3. Begin attack
4.2.3.1. The attacker and defender draw cards based on the associated attack or defense stats
4.2.3.2. The attacker may declare presses
4.2.3.3. The attacker pays the cost for any presses
4.2.3.4. Automatic efects resolve now
4.2.3.5. Attack prevention (See attack prevention 4.3)
4.2.3.6. The attack hits
4.2.3.7. If hit efects resolve now
4.2.3.8. Damage target (See Taking Damage 5)
4.2.3.9. Efects resulting from resolve now
4.2.4. End attack
4.3. Performing a attack prevention action
4.3.1. The defender may declare a attack prevention action
4.3.2. The defender declares any presses
4.3.3. The defender pays the cost for the action and any declared presses
4.3.4. The attack ends (moves to 4.2.4)
5. Taking Damage
5.1. Begin damage
5.1.1. Defender may declare a damage prevention action
5.1.2. The defender declares any presses
5.1.3. The defender pays the cost for the action and any declared presses
5.1.4. Damage is reduced by the transfer amount
5.1.4.1. The transferred damaged is sufered by the target of the
transfer after this damage instance is fnished.
5.1.5. Damage is reduced by soak amount
5.1.6. Damage is reduced by armor amount
5.1.7. Remaining damage is dealt
5.1.7.1. If remaining damages is >0 the target is damaged
5.1.8. Health is recovered based on the recover amount
5.2. End damage
3.1.3. After initia tial m move v men ment efects
3.1.4.. Per Perfor form a m acti c on on
3.11.5. .5. Bef Beff Beffore ore ore re fo fo follo llo ow-u w-u w- - p m p m p move ov v men ment eefec fects ts
3.1 3.1.6. .6. 66 Fol Fol Fol Fol Follow low low low low-Up -Up -Up UUp mo mo ovem vement ent
3.1 3.1 7 .7. Aft Aft Aft After er er fol follow low-up -up mo movem vement ent ef efect ectss
3.1 3.1 8 .8. Dis Discar card a d any ny num number ber of of ca cards rds ffrom omyou your h r hand and
3.1 3.1.9. 9 Res Reset t you yo r h r hand and to to 55 car cards ds
3.2 3.2. End End Ac Activ ti ati ation o
4. Act Action onss
4.1. Per Perfor ormin m g a g a suupp pport rt act ac ion on
4.1.1.. Dec Declar are t e he e act ac ion ion
4.1.2.. Pay Pay th he c e cost st fo for t the he act action ion
4.1.3.. The The ac actio tion i n is r s reso solve lv dd
4.1.4.. Res Reset et han hands ds
4.2. Per Perfor formin ming a g a at attac tack a k acti ction on
4.2.1. .1. Dec Declar lare t e the he att attack ack
4.22.2. .2. Pay Pay th the ccost os fo for t r the he act ac ion ion
4.22.3. .3. Beg Begin in att ttack ac
4.22.3. .3.11. The The at attac tacker ker an and d d defe efende nder d draw rawca ards rds s baaased sed sed ed on on nnn th th h th he a aaaasso sso sso socia aaated ted ted ted ted at tttac tac tac tac tack o kkk o k r d r d r d r d r defe eee nse nse nse nse s stats ats
4.22.3. .3.22. The The at attac acker ke ma may d y decl ec are re re pppress ess es esseees ee
4.22.3. .3.33. The The at attac acker ke pa pa pays ys ys the the the the e cooooost st st st st for or or or or an an an nny p y p y p y p y pres re re re re ses ses ses sess
4.22.3. .3.44. Aut Automa oma atic tic tic ef ffffect ect ect ecc s rrrrreso eso s es es lve ve ve ve ve no no nowwwww
4.22.3. .3.5. 5 Att Att Att tack ack ack ck k pr pr ppp eve ev ev eve eventi nti nti nti ntioon on oon (Se (Se (Se (Se (See a e a aaatta tta tta ta t ck ck k ck k pr pre pre pre p ven ven ven ven ve tio tio ooon 4 n 4 n 4 nn 4.3) .3) .3) .3)
4.2 4.2.3. 3 6. 6. 6. The The The The The at at at at attac tac tac tac tack h k h k h k hits its it its t
4.2 4.2.3. 3 7. 7. 7. 7. 7. If If IIf hit hit hit hit hit ef ef ef ef fect ect ect ect ects r s r s r s r s reso eso eso esolve lve ve lve no no no nowwww
4.2 4.2.3. 3 8. 8. 8. 8. 8 Dam Dam Dam Dam Damage age age age a ta aaarge rge rge rge get ( t ( t ( ((See See See See S Ta Ta Ta Takin kin kin king D g D g D g D g Dama ama ama mage ge gge 5) 5) 55)
4.2 4.2.3. .3.9. 9. 9. 9. 9 Efe Efe Efe Efe fects ts ts ts ts re re re re r sul ul sul sultin tin tin ting f g f g f g f g rom rom rom rom romre re re resol sol sol sol o ve ve ve ve now ow ow ow
4.2 4.2 4 .4. End End End End nd at at at attac ta ta ta a kkkk
4.3 4.3. Per Per Per Perfor or or ormin mi mm g a g a g a g a g a at ttac tac tac tac tack p k p k p k p k prev rev re re re ent ent nt nt ntion ion ion ion on ac ac ac ac a tio tio oonnnnn
4.3 4.33.1. .1.. The The The The T de de de defen fe fe fe der der der der ma ma ma may d y d y y ecl ecl ecl ec e are are are are aaa att att att aa ack ack ack ack ack pr pr pr preve ev ev ev nti nti nti nntion ooo act act act act action nnnn
4.3 4.3333.2. .2... The The The The The de de de defen fe fe fe der der der der d de eeeecla cla cla la lares es es e an aaa y p y p y p y p y res res res resses ses ses ses s
4.3 4.3333.3. .3. .3.. The The The The Th de de de de defen fe fe fee der der der der der pa pa pa ays ys ys ys the he he he he ccco cc st st st st t for fo fo foo th th th th t e a e a eee cti cti ct cti c on oon oo and an and an an an an any d y d y ecl eclare ared p d pres esses se
4.3 4.333.4. .4. .4.. The The The Th at at at atttac tac tac ac a k e k e k e k nds nds nds nds nds (m (m (mm (move ve vv s ss t s o 4 o 4 o 4 o 4.2. .2 .2 .2 .2 4) 4) 4) 4)
5. 5 Tak Tak Tak Takking ing ing ing ing Da Da Da Damag mag mag mag ageee
5.1 5 111.... Beg Beg Beg Begin in in n in dam dam dam dam damage age ge ge g
5.1 5 1.1. .1.. 11. Def Def Def Def efend end en er er may may de decla clare re a d a dama amage g pre preven ventio tion a acti ct on on
5.1 5 1.2. .2.. The The de d fen fender der de decla lares re an any p y res resses ses
5.1 5 1.3. .3. The The de d fen ender der pa pays s the th co cost s for for th t e a e acti c on on and and an a y d y decl e are ared p d pres re ses es
5.1.4. .4. Dam Damage age is is re edu duced d by by the the trans ansferr am amoun ount
5.1.4. .4.1. 1 The The tr trans nsfer fe red red da damag maged ed is i suf sufere red b d y t y the he tar target get of of th he e
tra transf nsfer r aft after r thi this ddama amage ge ins stan tance ce is is fni nishe shed. d.
5.1.5. Dam Damage age is is re educ duced ed by by soa soak a k amou mount nt
5.1.6. Dam Damage age is is re reduc duced ed by by arm armor or amo mount unt
5.1.7. Rem Remain aining ing da damag mage i e is d s deal ealtt
5.1.7.1. If If rem remain aining ing da damag mages es is is >0 >0 the the ta targe rget i t is d s dam ama m ged ged gedd
5.1.8. Health is re ecov co ere ered b d base ased o d on t n he he rec recove over aamou mount nt
5.2. End damage
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