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Each knight is bonded to a cypher. Born of pure esper,

The Darkspace Calamity engulfs the universe. Inexorably

each cypher has chosen a knight that reflects their own

it devours galaxies whole, their lights extinguished one

motivations and desires; granting them powers beyond

by one. Only a single galaxy remains, desperately staving

the mortal ken. The knight and their cypher are joined in

off extinction through the might of its heroes. This book

battle by select individuals who have rallied to their cause

is your chance to plunge headlong into this epic conflict

and will form their cadre.

with your own cadre of powerful champions to combat


the Calamity and determine the fate of the universe!

Some cadres are formed entirely of unique individuals,


each a mighty hero in their own right, fighting for a cause

Relic Knights is a quick and dynamic tabletop strategy

sacred to themselves. Others are surrounded by minions

battle game that uses finely detailed 30mm scale

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and gruntsthe everyman soldier, most having joined the

miniatures to represent your heroes and villains on the

knight in service of some greater cause: nation, race, creed,

battlefield. Relic Knights uses a card-based system to

or greed. Regardless of their composition, with a knight

represent esperthe energy which binds the universe.

leading their charge, these cadres make up the most


potent fighting forces the galaxy has ever seen.

Players draw and use this esper to unleash devastating


attacks and cunning counters upon their foes.

As Calamity looms, they represent the universes last


hope. Their actions will lead to its salvation or herald
the destruction of all things.

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.

THE GAME

REFERENCE

AT A GLANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . .24

BOOSTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258

GAME ELEMENTS . . . . . . . . . . . . . . . . . . . . . . . .24

GENERAL ACTIONS . . . . . . . . . . . . . . . . . . . . 259

KEY CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . .28

TRAITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262

GAME SETUP . . . . . . . . . . . . . . . . . . . . . . . . . . . .37

ORDER OF OPERATIONS . . . . . . . . . . . . . . . 264

PLAYING THE GAME . . . . . . . . . . . . . . . . . . . . .41

ABILITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266

ACTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43

INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270

KNIGHTS & CYPHERS . . . . . . . . . . . . . . . . . . . .47


SQUADS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53

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VICTORY CONDITIONS . . . . . . . . . . . . . . . . . . .57

Made in China

Published by CoolMiniorNot Inc.,


Alpharetta, GA 30005.

2013 Developed by Soda Pop Miniatures LLC.


All Rights Reserved.

Soda Pop Miniatures LLC, Bothell, WA 98021

Relic Knights is a trademark of


Soda Pop Miniatures LLC.
SPM 148001

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RULES
Before playing, players agree on a game size and recruit
their cadres. Players then determine who is the Hero
and who is the Villain. The Villain generates the scenario
conditions both players will be using. The players then set
up the battlefield with terrain and alternate taking turns
deploying units on the battlefield. Once units have been
deployed, players set their ready queue and draw their
hand up to five cards. Then the battle begins.
During the battle each player takes turns activating a
single unit. During the active units turn it will be allowed
to make an initial move, use an action, then take a followup move. The players then reset their ready queue. Play
continues between players, alternating turns, until one
player reaches enough victory points to win or their
opponent surrenders the game.

NAME
This is the units name and how they are identified on the table.

FACTION
Most units belong to one of the many organizations and
groups throughout the universe. A units faction shows its
allegiance to one of these groups. Certain abilities, powers
and effects may affect units of a specific faction differently.

AFFINITY
Every living thing in the universe is influenced by esper,
the energies that form the building blocks of existence.
Most beings have a particular connection to one of the
various facets of the universe, a connection that helps
define their powers and abilities.

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0.MiniRulebook-32.indd 3

The color of the units faction symbol indicates which one


of the six types of esper it shares affinity with. Details on
esper affinity is discussed in Key Concepts, page 10.

GAME ELEMENTS

TYPE

Before launching into your Relic Knights game, there are


several essential components you will need to play the game.
This section covers the basic game elements you will be using.

There are several types of models used in Relic Knights.


Relic Knight: Relic Knights are warriors and heroes,
gifted with powerful esper constructs called Relics
and empowered by mystical creatures known as
cyphers. Along with Questing Knights, Relic Knights are
collectively referred to as knights.

OBJECTS
An object refers to any game element placed upon the
table. This includes models, terrain, markers, and tokens.
Remember that when you see a rule that refers to objects,
it is referring to any and all game elements.

Questing 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
collectively referred to as knights.

MODELS
Models are the miniatures and markers used to play a
game of Relic Knights. Models in your cadre are referred
to as friendly models, while models in your opponents
cadre are referred to as enemy models.

Cypher: Enigmatic creatures born of pure esper, cyphers


hold the keys to the mystery of the Darkspace Calamity
that has descended upon the universe. Each cypher is
bound to a single Relic Knight or Questing Knight

UNITS

Unique: Uniques are individual characters that have


joined the cadre of a knight seeking glory and an
adventure of their own.

Each model or group of models represented by a single


tracker card is referred to as a unit. A unit comprised of
multiple models of any type is referred to as a squad.
Units all have a number of attributes that are used to
define their abilities, strengths and weaknesses.

Minion: Minions make up a diverse panoply of noble


warriors, trained soldiers, cunning racers and others
that join the knights in their battles.

UNIT CARDS

Squad: Squads are tightly knit units of multiple


models that function together on the battlefield to
devastating effect.

All units have two cards that represent them, a tracker card
and a reference card.
The tracker card is placed on the dashboard and is used to
keep track of the units activation, health, and skills.
The reference card lists the units abilities, actions, and
traits. Knights have a large double sized reference card, this
is due to their greater number of rules and has no in-game
effect. Reference cards cannot be played in the dashboard.

COST
All units have a point cost that is used to define the overall value
of the unit on the battlefield. In general, units with a higher point
cost are more powerful than units that cost fewer points.
When players recruit their cadre, the total cost of all their units
determines the size of the game being played. More information
about recruiting your cadre is discussed in Game Setup, page 12.

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BASE
Every model has a base that it stands on. The base represents
how much space a model occupies and helps determine
what the model can see. A model must be fastened to the
appropriate sized base. All bases sizes are listed in millimeters.

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TRACKER CARD

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Affinity
Name

SIZE
The size of a unit determines how it interacts with other units
and objects. Units will have a size attribute of 0 or higher.
A units size is used in determining line of sight and how
it interacts with objects on the battlefield. Line of sight is
discussed in Key Concepts, page 7.

Faction

5(+1)

Speed

6-4

A units armor represents how resilient or protected it is


against damage. Armor reduces the amount of damage
a unit takes when it has been hit. Applying damage is
discussed in Actions, page 15.

Melee

2-2

Ranged

2-2

Psychic

1-2

SPEED

Armor

A units speed is used to determine how quickly it moves around


the battlefield. Units have two parts to their speed skill.

Size

SWORDSWORN
SHATTERED SWORD MINION SQUAD

Cost

ARMOR

Minion Flag
Type

30

Base

Health

The second value is the maximum distance a unit may


move after making an action during its activation, called
the follow-up move. Movement rules are discussed in Key
Concepts, page 6.

AC

Al
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TR

Held
Esper

The first value is the maximum distance a unit may move


before making an action during its activation, called the
initial move.

AB

Ab
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I pledge my life to The Order


and to defend those in need.

REFERENCE CARD

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Affinity

HEALTH
When a unit suffers damage it gets closer to falling in
battle. A units health determines how much damage it can
take before being removed from play. When a units health
is reduced to zero it is removed from the game. Players
will use their tracker card to keep track of a units health
throughout the game as it suffers damage or is healed.

Portrait

Name
Faction

Type

RIN FARRAH

Re
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CERCI SPEED CIRCUIT UNIQUE

HELD ESPER
Most units have the ability to store esper, called held
esper, keeping it for later use to launch powerful attacks.
There are many ways a unit can gain held esper. Details on
held esper are discussed in Held Esper, page 11.

UNSEEN SHOT: Damage 6


- Gain Piercing 2

HEADSHOT:
Damage 6
- Gain Piercing 2

Actions

- The target may not Recover.


TAKE COVER:
- Gain Feint 3

COMBAT SKILLS
How effective a unit is in combat is determined by
its combat skills. Combat skills are divided into three
categories based on the type of attack: melee, ranged
and psychic.

KILLZONE: AoE, Debuff


Units entering the area suffer Damage 3, as long as
Rin has LoS to the unit.
TRAITS: Human

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AC

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ABILITIES: Creation Initiate, Law Initiate, Stealth

RE

Melee represents a units ability in close combat with a


wide assortment of swords, staves, fist, claw, etc. Ranged
represents their aptitude with firearms, bows, thrown
weapons, etc. While psychic represents attacks made by
manipulating esper with the mind or complex ritual.

Th
ac
Abilities
Traits

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ESPER DECK

The first value is the attack skill. The second value is the defense
skill. Using combat skills is discussed in Actions, page 16.

The esper deck is a standardized deck of 42 cards


which represent the esper units will spend to take their
actions. Each player will need one deck. The esper deck is
discussed in Esper Deck, page 28.

MINION IDENTIFICATION

Use this space to write a number, letter, or other symbol


to help you identify which card belongs to each minion
unit.

DASHBOARD

ABILITIES

Each player has an area near the battlefield called


the dashboard. The dashboard is used to organize
your tracker cards and determine your units order of
play. Details on using the dashboard are found in Key
Concepts, page 6 and Playing the Game, page 14.

Abilities are inherent powers and talents that a unit


possesses that have an effect in the game. Unless
otherwise specified, abilities are always active.
If an abilitys effects are not listed on the units card they
will be detailed in Abilities, page 30.

TERRAIN

ACTIONS

All units have specific actions that they can take during
their activation. The rules for these actions, including the
esper cost to activate and their effects are listed in the
units description. Details on taking actions are found in
Actions, page 28.

The objects on the table that represent things like trees,


buildings, hills and other features of the battlefield are
collectively referred to as terrain. Detailed rules for terrain
can be found in Terrain, page 22.

TRAITS

Players will often need to measure distances for movement,


effects 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.
To measure a distance between objects, measure the
closest distance between the two objects from the edge
of each of their bases.

MEASURING DEVICE

Traits are used to classify a unit and explain what kind of being
it is. Traits can encompass a units race, a specific military unit
it is part of, or a general archetype it encompasses. A units
traits are used to determine how it is affected by certain
effects and abilities; otherwise they are completely passive
and provide no direct game effect. Many of the traits found
in Relic Knights are detailed in Traits, page 10.

KEY CONCEPTS
Relic Knights has several key concepts that are used
throughout the game. Key concepts inform and shape
how the rest of the rules function.

A unit whose tracker card is in the ready queue is referred


to as ready.

DASHBOARD

The idle section is where all units that are still in play but
not ready are placed. A unit whose tracker card is in the
idle section is referred to as idle.

IDLE SECTION

Each player has an area near the battlefield called the


dashboard. Each unit in your cadre is represented by their
tracker card on the dashboard.

LINKED SLOT
The linked slot is where a tracker card is placed if it is
linked and going to activate this turn. The Linked [Unit]
ability and its rules are discussed later. Units in the
linked slot are considered idle until they are moved to
the active slot.

ACTIVE SLOT
The active slot is where the active unit is placed during its
activation.

READY QUEUE
The ready queue determines the order that your units
activate in.

DEAD PILE
The dead pile is where a units tracker card is placed
when it has been destroyed or otherwise removed from
the game.

Whenever a tracker card leaves the ready queue the


remaining tracker cards immediately slide in the queue to
the next available slot, from right to left.

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Active Slot
BETTY
CERCI SPEED CIRCUIT UNIQUE
10

30

Ready Queue
PRINCESS MALYA
18

80

SUICIDE QUEEN

PACER
CERCI SPEED CIRCUIT MINION

CERCI SPEED CIRCUIT RELIC KNIGHT

50

Idle Section
14

10-7

3-3

1-3

1-2

2-1

3-3

1-2

4-3

1-2

2-2

1-2

2-3

Move it you slugs! Weve got a race to win!

Heres a trick you cant do!

40

10-8

12-8

3-2

6-5
6-6
6-6
2-2

30

1-2
1

Feel the wind course across your


skin, there is power there.
If you cant fix it, BANG it back into shape!

FO

ARF!

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1

Queen-Tracker.indd 1
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PM

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LUG
CERCI SPEED CIRCUIT UNIQUE
11

50

4-4

5(+1)
40
3

You should have just paid.


You certainly cant
run fast enough.

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Me Lug. Lug love Betty.

Lug-Tracker.indd 1

HELLS BELLES

1-1

CERCI SPEED CIRCUIT MINION SQUAD

1-2

1-2

3-2

2-1

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10-8

3-1

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Linked Slot

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A
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1-2

There isnt a problem in the


universe that a lucky
ricochet cant handle.

Caution! My sensors indicate


that you are on fire.
Do you require assistance?

Draw Pile

MR.TOMN
CERCI SPEED CIRCUIT CYPHER
PIT CREW
CERCI SPEED
SQUAD
30CIRCUIT MINION
1
ROLLO
4(+1)
30
2
CERCI SPEED CIRCUIT CYPHER

CERCI SPEED CIRCUIT QUESTING KNIGHT

6-6

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DASHBOARD

Token Pile

Dead Pile

Discard Pile

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DRAW PILE
The draw pile is where your esper deck is placed face down.

DISCARD PILE
The discard pile is where spent and discarded esper cards
are placed face up

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FR

MOVEMENT

Movement is a large part of Relic Knights. Models will


quickly dart across the battlefield as they engage their
enemies and activate their powers.

The model moving around


the corner has a speed
skill of 6.

Whenever an object is moved, measure the distance the


object travels from the edge of its base in the direction
of the movement. No part of the objects base may
move further than the value indicated by the source of
the movement.

First it moves 2 to get to


the outside of the corner.
Then it moves the last 4
for a total of 6 moved.

An object can change direction any number of times


during its movement. Move the object the desired
number of inches in one direction before moving in the
next direction.

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BO

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PL
CONTACT
Many effects, actions and rules apply to objects in
contact with one another. An object 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.

When an object completes its movement; it is said to


have stopped. There are some effects that can cause
an object to stop before it has completed all of its
movement. A player may also choose to stop an object
without using its total movement.
When a rule requires you to move an object, it will
indicate the number of inches the object moves.

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to
do

An object in contact with an enemy object can move


away from the enemy object when making free or forced
movement of any kind.

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in
in
he
ot
he

LINE OF SIGHT

MOVING THROUGH OBJECTS


When an object contacts another object (including
another model) that is smaller in size than itself it may
move through the object, effectively ignoring the object.
An object cannot move through objects their size or
larger, unless it possesses special rules stating otherwise
(e.g. thruster ability).

Line of sight (LoS) is used to determine if one object can


see another and what objects (if any) are between them.
To determine if an object is in LoS of a model, check the
sight window for any objects between the model and its
target. To determine the window, look down from above
the table and imagine a line connecting the left side of
the models base to the left side of the targets base, and
then the same for the right side. The window is the area
between these two lines.

A model may never stop on top of another model, all


though it may stop on top of other objects such as terrain
or tokens.

FORCED MOVEMENT
When an object is moved and its owner does not get to
decide where it goes, it is considered forced movement.
This includes objects moved by compel, overrun, pull,
and push.

An object subjected to forced movement can only move


over open ground, regardless of their size.

WINDOW: The blue shaded area is Model As


window to determine LoS to Target B

If the object comes into contact with any other object the
object stops moving immediately. If the object it came in
contact with is Size 2 or greater the unit suffers Damage
3. No damage is suffered if it began the forced movement
already in contact with the object.

After determining the window, each object in the window


must be identified as an obscuring object or a blocking
object, using the conditions outlined below.

Forced movement may cause an object to fall off of


elevated terrain, taking damage as detailed in Terrain,
page 22.

OBSCURING OBJECTS
Obscuring objects can provide cover (as explained below)
but do not block LoS. An object is obscuring if it satisfies
one of the following conditions:

Objects suffering damage as a result of forced movement


may use damage prevention actions or abilities as
described in Passive Damage, page 18.

If the objects size is smaller than both the model and


the target. (Object fig. 1)

FREE MOVEMENT
Free movement is any movement an object makes that is
not forced. The most common free moves an object will
make are its initial and follow-up moves, using its speed
skill. Additional free moves include charges and feints.

If the objects size is smaller than either the model or


the target and is not determined to be a blocking object
from the chart below. (Object fig. 2)

BOARD EDGE

Blocking objects block LoS. An object is blocking if it


satisfies one of the following conditions:

BLOCKING OBJECTS

Objects may never move off of the edge of the battlefield.


If an object using free movement contacts the board edge
it may continue its movement in another direction. If an
object contacts the board edge due to forced movement
it immediately stops without taking damage.

If the objects size is equal to or greater than both the


model and the target. (Object fig. 3)
If only the target is in contact with the object and
the object is of equal or greater size than the target.
(Object fig. 4)

PLACE

If only the model is in contact with the object and


the object is of equal or greater size than the model.
(Object fig. 5)

When an effect causes an object to be placed, put the


object in the specified location. Objects must be placed
so that there is room to place each object so that they
can physically sit, unaided, on the battlefield without
toppling over. Effects that prevent an object from moving
do not prevent it from being placed and vice-versa.

If both the model and the target are in contact with


the same object and the object is equal or greater
in size than one of them, and greater than 3 wide
between them. (Object fig. 6)
After identifying each object in the window as obscuring
or blocking, attempt to draw a line from the model to
the target that does not cross any object or that only

ve
ed

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Object Fig.3

Object Fig.1
A
Size 3

The object is smaller in size than both the


Model A and the Target B.

A
Size 3

The object is equal to or greater in size


than both the Model A and the Target B.

B
Size 2

Size 3

Size 1

B
Size 2

Object Fig.4

Object Fig.2
A
Size 3

The object is only smaller in size than


Model A and no blocking condition is
fulfilled.

A
Size 3

The object is smaller in size than the


Model A but is equal in size to the Target
B, which is the only model in contact with
the object.

Size 2
Size 2
B
Size 2

B
Size 2

crosses obscuring objects. If such a line can be drawn


the target is in LoS. (Line of Sight Fig.1 and Fig.2)
If no line can be drawn that does not cross a blocking
object, LoS is blocked. (Line of Sight Fig.3)

C
Size 3

A
Size 2

COVER
If the single line drawn to determine LoS crosses any
obscuring object and the target is within a number of
inches less than or equal to the objects height, it has cover.

D
Size 2

Size 1

If the targets size is greater than twice the size of the


object, the target does not have cover. (Cover Fig.1)
Uses for cover are explained in more detail in Terrain,
page 22.

B
Size 2
Cover Fig.1
The obscuring object is size 1.
Target B is within 1 of the object and has cover.
Target C is within 1 but it is size 3, so does not have cover.
Target D is not within 1 of the object and does not have cover.

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ize
B.

Object Fig.5
The object is smaller in size than the
Target B but is equal in size to the
Model A, which is the only model in
contact with the object

Blocking Object
Size 3

he
et
th

B
Size 2

A
Size 2

A
Size 3

B
Size 3

Line of Sight Fig.1

Size 2

Model A can draw a clear line to the Target B.


Model A has LoS to Target B.

Object Fig.6
The object is smaller in size than the Model A but is
greater than 3 wide and both models are in contact
with the object.

Blocking
Object
Size 3

B
Size 2

Size 2
5 wide
A
Size 3

A
Size 3

B
Size 2

Obscuring
Object
Size 2

Line of Sight Fig.2


Model A can draw a line to the Target B that only crosses
obscuring objects. Model A has LoS to Target B.

Obscuring
Object
Size 2

0.MiniRulebook-32.indd 9

Obscuring
Object
Size 2

Blocking
Object
Size 3

B
Size 2

A
Size 3

FACING

Blocking
Object
Size 3

Line of Sight Fig.3

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.

Model A cannot draw any line to the Target B that does not
cross a blocking object. Model A does not have LoS to Target B.

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ESPER AFFINITY

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va
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pl

Esper is the primal energy that binds everything in the


universe. It is everywhere and it infuses everything.
Some species 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: creation, law, corruption,
entropy, chaos, and essence. A units affinity is represented
by the color of the faction icon on their tracker and
reference cards. All units have a single esper type that
they are aligned to, called their affinity.
The esper types to either side of a units affinity on the
wheel are sympathetic, while the esper type directly
opposite of it is in opposition. Radiant and Void units are
not sympathetic with any esper, and are in opposition
with all three types included in their opposite. For most
battles a unit will only be part of a cadre with the same
affinity, but specific units or unique scenarios may allow
alliances with units with a different affinity.

Standard cards have a primary and secondary esper type.


The larger icon is the primary esper type. The smaller icon
is the secondary esper type.

ESPER DECK

A player may choose to spend either the primary type for a


value of 2 esper or the secondary type for a value of 1 esper.

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Wild

STANDARD

The esper deck is a deck of 42 cards, representing the esper


that units spend to take their actions. Each esper deck is a
standardized deck that may not be customized. Each player
will draw from their own deck during the game. Drawing is
never optional, whenever a phase or game effect requires
that you draw a specific number of cards you must do so.
Conversely, a player may never draw cards or look through
their deck, unless allowed to by a phase or game effect.

VOID
Void cards have no esper type and a value of 0 esper.

WILD
Wild cards have a value of 1 of any esper type chosen by the player.

DRAWING THROUGH YOUR DECK


When the last card of the esper deck is drawn, play stops
immediately. The discard pile is shuffled and reset as the
new deck. Play then continues.

Each player begins the game with five cards, called their
hand. A players hand is secret and cards are only revealed
when spent to pay the cost of an action or another effect
forces them to be revealed. During the game, actions
and their effects may cause a players hand to increase or
decrease in size.

FLIPPING CARDS
Some effects require you to flip cards. Flipped cards are
drawn from the top of the esper deck and revealed to all
players. The effect that caused the flip is then resolved
and the cards are immediately shuffled back into the deck.

Cards that are spent or discarded during the game are


placed in the discard pile.

If the effect requires that you add up esper types from


the flipped cards, count both the primary and secondary

The deck is made up of three types of cards: Standard, Void,


and Wild.

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markers are boosts and objectives. Markers in your cadre


are considered friendly units, while markers in your
opponents cadre are considered enemy units.

esper type on the card. With the primary counting as a


value of 2 and the secondary counting as a value of 1.
Wild cards count as a value of 1 of any type, chosen by the
player who is performing the flip. Void cards count as 0.

Markers have a reference card that will list any relevant skills,
abilities, traits and health that they possess. Often multiple
markers will be condensed to a single reference card.

HELD ESPER
Most units can store esper within themselves, charging
themselves with power to deliver their most devastating
actions. This stored power is called held esper.

Markers may not be activated in any way, do not have a


tracker card, and are never placed on the dashboard.
Markers are affected by area of effect tokens, support
actions, and other effects unless otherwise specified.

Units gain held esper in a variety of ways. Some models


naturally generate held esper when they are activated.
Others can only gain held esper by refocusing or by
having it transferred to them.

Markers never benefit from any Cadre Ability.


Markers may not be chosen to fulfill model specific victory
conditions (e.g. Assassination or Defense of Life).

When a unit gains held esper mark one circle on their


tracker card for every point of held esper gained. When
held esper is spent or lost, erase it from the card. A unit may
only have as much held esper as indicated by the number
of held esper circles on its tracker card. Any additional held
esper gained above a units maximum is lost.

TOKENS
Tokens are placed on the table to indicate the location of
effects, scenario items, and other important conditions
on the battlefield.
When a token is created, place the token on the battlefield
to represent the effect. Like models, tokens must be
placed on a surface where they can physically sit, unaided.

Held esper can be spent to pay the cost of an action or


press. Each point of held esper spent has a value of 2 esper
of any single esper type. When paying for an action a unit
may use both held esper and esper from the players hand
to pay for the cost of the action. A unit can spend any
number of its held esper at any time.

Tokens remain-in-play until the game ends or another


condition is met that causes them to be removed.
Tokens are 30mm in diameter and have a Size attribute of
0, unless stated otherwise.

Held esper can also be used for other game effects, such
as creating tokens for scenarios or triggering a Relic
Knights esper expression. In these instances the effect
will specify how the held esper is used.

Tokens do not affect movement, LoS, or other in-game


effects and rules, except as specified by the effect
represented by the token.
Tokens that you create are considered friendly tokens,
while tokens your opponents create are considered
enemy tokens.

ESPER ACTIONS
Though all units can use esper on a basic level, some have
the ability to harness it in more powerful ways. These units
possess abilities that grant them one or more esper actions.
The most common abilities that grant access to esper
actions are Esper Initiate and Esper Master. Esper actions
are detailed on the Esper Action card in your Esper Deck.

AREA OF EFFECT
An Area of Effect (AoE) is a persistent effect that remains
in play throughout the game. When an action creates an
AoE, the active unit places an AoE token anywhere on the
battlefield so that it is within the units LoS. The effect
covers the entire area within 3 of the edge of the token,
including the token itself.

GENERAL ACTIONS
All units have a list of actions that they may take on their
reference card. In addition to the units own actions many
units possess the [Esper Type] Initiate or [Esper Type] Master
abilities (e.g. Chaos Initiate, Chaos Master). These abilities
grant them access to esper specific general actions. General
actions are actions a unit can use exactly like the actions
written in their own card. The Initiate and Master abilities
along with esper specific general actions are detailed on
the General Action cards in your Esper Deck.

Unless the description of the AoE says otherwise; a unit


is affected by an AoE anytime it begins its activation in
the area or enters the area during any move. Apply the
effects of the AoE immediately then continue the units
activation as normal.
A unit can only be affected by the same AoE once per
activation, but multiple effects of the same type stack.
The AoE token has a size of 3 when determining if a unit
has LoS to the token. AoE effects that block LoS do not
block LoS to the token itself.

MARKERS
Markers are a special subset of models that you may
field as part of your cadre. The most common types of

0.MiniRulebook-32.indd 11

An AoE token remains in play until one of the following

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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.

conditions is met, at which point the token is removed


from the battlefield and all effects are lost:
The unit that created the AoE creates the same AoE
somewhere else on the battlefield.

RULES PRIORITY

The player who created the AoE chooses to end the AoE
during any friendly units Clean-up Phase.

Sometimes the rules given on a units card or abilities


will conflict with a rule presented in the rulebook. In
these cases the rules on the units card or ability takes
precedence.

Another action or effect causes the AoE to be removed.


Units suffering damage as a result of an AoEs effect may
use damage prevention actions or abilities as described in
Passive Damage, page 46.

GAME SETUP
Before playing a Relic Knights game, players will need
to determine a few things in order to get started. This
section details how to select the game size, recruit your
cadre, determine what scenario conditions you will be
trying to achieve, and deploy your units.

GAME 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
recruit their cadres, they must first decide what game size
they will be playing. Is it a large game with many units, or a
smaller game with only a few for each player?

Model 1 is in the area


of AoE A.
Model 2 is in the area
of AoE A,B, and C.

The game size determines: how many points each player


has to recruit their cadre, the number of knights, the size of
the ready queue, table size, and how many victory points
you need to win the game. There are four basic game sizes:

Model 3 is in the area


of B and C.

ENCOUNTER
Points: 35
Knights: 1
Ready Queue: 2 Slots
Table Size: 3 x 3
Victory Points: 8
An Encounter represents a scrap, ambush, or other small
scale fight with a knight and their close companions.

MODEL VS UNIT
Some actions or abilities reference a unit while others
reference a model. Effects that affect a unit affect every
model in the unit. Effects that affect a model are only
applied to the specific model, even if it is part of a squad
with multiple models.

SHARING INFORMATION

SKIRMISH
Points: 50
Knights: 1
Ready Queue: 3 Slots
Table Size: 3 x 3
Victory Points: 8
A Skirmish represents lightning raids, surgical strikes, or
soda fueled brawls at the latest Cerci Speed Circuit race.

Relic Knights is considered an open game. Meaning


you should make any and all information about your
cadre available to your opponent during the game. They
should always be able to easily see how much Health
and held esper are currently on a units tracker card,
as well as letting them read your cards to gain a better
understanding of your cadres actions and abilities.

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The only exception to this is each players hand and


discard decks which may only be seen by their owners,
unless a game effect requires they disclose it.

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CLASH

be either a unique squad or minion squad. A player may


only include one unique squad of the same name in their
cadre. A player may include any number of minion squads
of the same name in their cadre.

Points: 70
Knights: 1 - 2
Ready Queue: 4 Slots
Table Size: 4 x 4
Victory Points: 12
A Clash represents fierce conflicts around key objectives
between well-prepared forces acting on detailed plans.

RADIANT

Units with the Radiant trait have affinity with three esper
types: Essence, Creation, and Law.
Radiant unique and minion units may be recruited only by
a faction whose affinity is the same as theirs.
Radiant knights must always be the leader of your cadre. A
cadre lead by a Radiant knight is not restricted to a single
faction and may recruit any unique unit with the same
affinity. Radiant knights may not recruit non-Radiant
minion units. Radiant knights may recruit knights if more
than one is allowed by the game size.

BATTLE
Points: 100
Knights: 1 - 2
Ready Queue: 5 Slots
Table Size: 4 x 4
Victory Points: 12
A Battle represents epic encounters between factions,
demonstrating the full fury of the Darkspace Calamity.

VOID

Units with the Void trait have affinity with three esper
types: Corruption, Entropy, and Chaos.
Void unique and minion units may be recruited only by a
faction whose affinity is the same as theirs.
Void knights must always be the leader of your cadre. A
cadre lead by a Void knight is not restricted to a single
faction and may recruit any unique unit with the same
affinity. Void knights may not recruit non-Void minion
units. Void knights may recruit knights if more than one is
allowed by the game size.

RECRUIT CADRE
Your cadre is the group of models you bring to the game.
Players spend points to recruit units for their cadre.
Each unit has a cost listed on their card that determines
how many points must be spent to recruit the unit.
Squads have two costs listed. The first is how many points
you must spend to recruit the squad at its minimum size.
The second is the cost to increase the number of models
in the squad by one, up to the squads maximum size.
The total cost of all the units in your cadre may never exceed
the points allowed for the chosen game size for any reason.

BOOST MARKERS

A player may include any number of boosts in their cadre, but may
not include more than two of any boost with the same name.

CHOOSE A LEADER

OBJECTIVE MARKERS

Players must recruit at least one Questing Knight or Relic


Knight to be the leader of the cadre. All units recruited for
the cadre must be 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.
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.

Each player will always have three objective markers as part


of their cadre: one primary objective and two secondary
objectives. Objectives are used in various ways during the
battle to help the player achieve victory. Objectives cost no
points and are always fielded with your cadre.

HERO AND VILLAIN


Once your cadres have been recruited, each player shuffles
their deck and flips three cards. Each player adds up the
total number of esper that matches their cadres affinity. If
both players have the same total, both players flip another
card until one player has a higher total. The player with the
highest total may choose to be the Hero or the Villain.
The Villain will perform the flip to determine scenario
conditions, deploy first, and activate second.
The Hero will deploy second and activate first.

CYPHERS

Each knight comes with a cypher. The specific cypher they


come with is listed on their reference card and becomes a
member of the cadre automatically. Cyphers cost no points,
their value has already been figured into the cost of the knight.

SCENARIO CONDITIONS

UNIQUE

A player may only include one unique unit of the same


name in their cadre.

Scenario conditions are victory conditions unique to each


player that change with every battle. Achieving your
scenario conditions earns you victory points that help you
win the battle. Each player has two scenario conditions.
To determine both players scenario conditions, the Villain
shuffles their esper deck and allows the Hero to cut the
deck, up to two times. Then the Villain flips two cards. The
first card flipped sets the Villains scenario conditions. The

MINION

A player may include any number of minion units of the


same name in their cadre.

SQUADS

Squads possess the squad trait. In addition, a squad will

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SET READY QUEUE

second card flipped sets the Heros scenario conditions.


The primary esper type on the card determines the
Primary Condition. The secondary esper type on the card
determines the Secondary Condition.
If a wild card is flipped both players also gain the Crystal
Harvest victory condition. If a void card is flipped both players
also gain the Calamity victory condition. These conditions are
available in addition to the primary and secondary victory
conditions. After a wild or void card is flipped, flip again until
both players each have their own scenario conditions. Any
further cards of the same type are ignored.
After all scenario conditions have been determined the
Villain shuffles their deck.
Descriptions of each scenario condition and other
victory conditions are discussed in detail in Victory
Conditions, page 23.

Starting with the Villain, both players must set the


queue. To set the queue place a units tracker card in
each slot of the ready queue. Any additional units are
placed in the idle section.
The game size determines the size of the ready queue.
The ready queue must be set to its required number of
units as long as there are enough units available.

DRAW FIRST HAND


Both players shuffle their esper decks and draw their fivecard hand. For the first hand only, each player has the
option of taking one mulligan, discarding any number of
cards from their hand and re-drawing back to five cards.

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PLAYING THE GAME

CREATE BATTLEFIELD
When setting up the battlefield, players must designate
an area of table (or other flat surface) to be used as the
battlefield. The battlefields dimensions are determined
by the game size you are playing. Players then place
terrain on the battlefield.
The battlefield should be built with input from both
players to create a playing surface that allows both
cadres to function well according to their strengths and
weaknesses. Alternatively, have a friend set up a neutral
battlefield for your epic conflict.
Relic Knights functions best on a battlefield with lots of
terrain, with plenty of height to block LoS. A good estimate
is to have 2 - 3 pieces of terrain for each square foot of
playable space on your tabletop, with at least half of it
blocking LoS to size 2 and 3 units. Several bigger pieces for
larger models to hide behind and take cover from ensures
these centerpiece units dont get unduly targeted.

Now that the battlefield has been set and your cadres deployed,
it is time to play the game. Players will alternate taking turns
activating units. The units will attempt to complete scenarios,
destroy enemy units and accomplish other victory conditions.
Playing the Game details how each players turn functions,
including making moves and taking actions.
Beginning with the Hero, players will take turns activating
their units.
A turn consists of three phases: Beginning the Turn,
Activation, and Clean-up. The player who is taking their
turn is called the acting player. All other players are called
the defending player(s).

BEGINNING THE TURN


At the beginning of the acting players turn, the leftmost
unit in the ready queue moves into the active slot on the
dashboard. This is the active unit.
If the active unit has the Linked [Unit] ability, they may place
the linked unit (the unit named in brackets) in the linked slot.
Once the active slot and the linked slot have been filled,
any effects that are triggered at the beginning of the
active units activation are resolved.
An active units activation consists of three phases, taken in
order: Initial Movement, Action, and Follow-up Movement.
Alternatively a unit may choose to forfeit their action and
all movement to Refocus.

DEPLOYMENT
Players take turns placing objectives, boosts, and units
on the battlefield until every model from both sides has
been deployed. The Villain places the first marker or unit
in each deployment step.

DEPLOY OBJECTIVES

Players take turns placing objective markers until each of them


have placed all three of their objectives. Objective markers may not
be placed within 9 of another objective marker, friendly or enemy.

DEPLOY BOOSTS

Players take turns placing boost markers until all boosts


have been deployed. Boosts may be deployed near
friendly or enemy objectives, or near other boosts. All
boosts must be deployed before deploying units.

ACTIVATION
INITIAL MOVEMENT

DEPLOY UNITS

During its initial move the unit may move up to a number


of inches equal to the first value of its speed skill. Once a
unit stops, its initial move ends.

Players take turns placing units until all units have been
deployed. Units may not be placed within 9 of an enemy
unit or enemy objective marker.

ACTIONS

Units are only allowed to take one action during their


activation.

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Choose an action from those on the units card or any


available general actions. Pay for the cost of the action
and resolve its effects. The different types of actions are
explained in further detail below.
If the active player does not have the esper necessary to pay
for any of units available actions, or does not wish to use and
action, the unit may choose to take no action this turn.

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of
.

During its follow-up move the unit may move up to a


number of inches equal to the second value of its speed
skill. Once the unit stops, its follow-up move ends.
The units activation ends and the acting player advances
to Clean-up.

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FORFEITING
Some effects can cause a unit to forfeit their movement
or action. If a movement or action is forfeited the phase is
still considered to have occurred, resolve any effects that
are triggered during the phase as normal.
If an effect causes a unit to lose or forfeit their movement
or action they may perform the other phases as normal.
An active unit may choose to voluntarily forfeit their
movement or action.

FOLLOW-UP MOVEMENT

ACTIONS

REFOCUS

When units attempt to destroy or otherwise affect one


another or the battlefield they take actions. The action
section details how to take an action, including how to
make attack and defense actions, as well as how to apply
the damage that may occur as a result.

Refocusing allows the active player to tailor their hand


and gain held esper.
To refocus, the active unit forfeits their initial move,
action, and follow-up move.
The acting player draws five cards from the esper deck
and the active unit gains 1 held esper.
The units activation then ends and the acting player
advances to Clean-up.

Actions have the following components:

NAME
This is what the action is called.

CLEAN-UP

TYPE

Once the active units activation has ended the acting


player begins the turns clean-up.
Any effects that are triggered at the end of the active
units activation are resolved.
Both players determine if any victory conditions were met,
adding any victory points gained to their current total.
The active units tracker card is placed into the idle section.
The acting play may then discard any number of cards
and from their hand and immediately draw back up to five
cards. If they have more than five cards they must discard
down to five.
If the defending player has more than five cards they
must discard down to five. If they have five cards or
fewer they may not discard any cards, but must draw
back up to five cards.
If there is a unit in the linked slot, move its card to the
active slot. This unit is now the active unit and any effects
that are triggered at the beginning of the units activation
are resolved. The new active unit may either take a full
activation or it may refocus.
If there is no unit in the linked slot both players must
reset the queue. To reset the queue each player must put
new tracker cards from the idle section into any empty
slots in the ready queue. This may include units that
were just activated.
The ready queue must be reset to its required number
of units as long as there are enough units left in play. A
player cannot voluntarily remove a unit or change the
order of the units in the ready queue.

0.MiniRulebook-32.indd 15

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: melee attack, ranged
attack, psychic attack, guard, redirect, armor, recover,
or support. These are described in greater detail in the
Combat section.

COST
The cost of an action is represented by a type and number
of esper that must be spent to activate the action.
To pay for the action, use the esper cards from your hand
or held esper on the active units card. Any excess esper
not spent for the initial cost of an action is lost and does
not carry over to any presses the unit might use.
Once esper cards have been spent to pay for an action
they are placed in the discard pile.

ACTION EFFECTS
The Action Effects detail all effects that occur as a result of
taking the action.

PRESSES
Many actions allow you to press the action for greater
effect. All presses include a cost and an effect. If an action
includes multiple presses you may use each press during
the action. You cannot use the same press more than
once in a given action.
Pay the cost of each press chosen. Any excess esper may

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0.MiniRulebook-32.indd 16

Type
Cost

Name

Action Effects

3 - DRAW ADDITIONAL CARDS

Both the active unit and the target draw additional cards.
The active unit draws a number of cards equal to the first
value of the associated skill (i.e. melee, ranged, psychic).
The target draws a number of cards equal to the second
value of the associated skill.

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If either unit is subject to an effect that increases or


reduces their skills apply all of the relevant effects
before drawing.
If a unit does not have a value for a specific type of attack
or defense, it cannot draw any cards and may only use
esper cards in the players hand.

Action Effects
Press Effect

Example: The active unit is making a ranged attack and has


a Ranged Attack skill of 3. The unit is in an AoE that increases
all attack skills by 1, making the units Ranged Attack value 4.
The active unit draws four additional cards.

be used to pay the cost of additional presses.


Presses modify the action as specified by the presss
description.

The target has a Ranged Defense skill of 3. The unit is in an AoE


that reduces all defense skills by 2, making the units Ranged
Defense value 1. The target draws one additional card.

Increase: Presses that increase an effect replace the


value listed in the actions description with the value
listed in the press.

4 - ACTIVE UNIT DECLARES PRESSES


The active unit may choose to augment the attack by
paying for one or more presses. Each press will modify the
effects of the action.

Gain: Presses that gain add the listed effect to the other
effects in the action.

SUPPORT ACTIONS

5 - ATTACK PREVENTION
The target may choose to use a single attack prevention
action (i.e. guard or redirect).

SUPPORT
Support actions are actions that do not have a direct
combat effect and may include bonus movement, skill
enhancements, area of effects, etc. Once the cost of the
action has been paid, immediately resolve the effect
listed in the details of the action.

If the target uses an attack prevention action, they pay


the initial cost of the defense. Once the defense has
been initiated, they have the option to press the defense,
paying the cost of any presses used.
After all costs for the defense have been paid, resolve the
effects of the attack prevention used and then skip to
Resolve After Action Effects.

COMBAT ACTIONS
Actions intended to attack or defend are combat actions
and function a little differently 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. Combat actions
follow a set order of operation.

A target can only use a single attack prevention action for


each attack they suffer.

6 - RESOLVE HIT EFFECTS


If the attack was not prevented, the target has been hit.
The active unit now resolves any effects that are triggered
by the target being hit, (e.g. Charge, Pull).

1 - DETERMINE A TARGET
When an active unit wants to initiate an attack action it must
have a legal target. For ranged and psychic attacks, any
enemy unit in LoS is a legal target. For melee attacks only
enemy units in contact with the active unit are legal targets.

7 - DAMAGE PREVENTION

The target may now choose to use a single damage


prevention action (i.e. armor or recover) to prevent some
or all of the damage inflicted by the attack.
If the target uses a damage prevention action, they pay
the initial cost of the defense. Once the defense has
been initiated, they have the option to press the defense,
paying the cost of any presses used.
After all costs for the defense have been paid, the effects
of the damage prevention used are resolved during Apply
Damage below.

Most actions, such as ranged, psychic, and support


actions, do not have a minimum or maximum range.

2 - PAY FOR THE ATTACK ACTION


The attack action is initiated by paying the cost of the
action as explained above.

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ed

8 - APPLY DAMAGE

ATTACK PREVENTION ACTIONS

To apply damage, the active unit determines the total


damage inflicted by the attack. The active unit adds any
damage caused by the attack, including presses, and any
other effects the active unit is subject to that increase
or reduce damage. Abilities that modify damage values
have no effect on an action that does not include a
damage value.

These defense actions may only be used by the target of


an attack in response to an attack action.

Redirect: Rather than apply the attack to the


intended target, a Redirect defense directs the attack to
a different target as specified in the redirect action and
in the original targets LoS. The attack continues with the
same effects and presses; the new target suffers all of the
effects of the action.

Once the total damage has been determined, the target


determines their total armor (if any). The target adds any
inherent armor from their tracker card, any armor damage
prevention action they used, and any other effects the
unit is subject to that increase or reduce armor. A units
total armor may never be reduced below 0.

The new target may not draw additional cards, nor may
they use attack prevention actions. They may use damage
prevention actions and effects as normal, even if the new
target is part of the active units own cadre.

The target subtracts their total armor from the active


units total damage. This is the final damage inflicted by
the attack.

If multiple units are eligible to be the target of the Redirect


the defending player may choose the new target.

The targets health is reduced by the final damage dealt.


Record the damage taken on the units tracker card by
marking one damage hex for each point of damage taken
by the unit. If this reduces a units health to zero, the unit
is removed from play as a casualty and its tracker card is
placed in the dead pile.

For melee attacks, the active unit must still be in contact


with the original target for the attack to hit, but all damage
and effects are applied to the new target. The new target
is not required to be in contact with the active unit.
Effects that are dependent on the position of the target in
relation to the active unit (e.g. Push, Pull) are resolved as if
the attack was a ranged attack.

If the final damage is 0 or less, then no damage has been


inflicted by the attack.

Example: The active unit uses an attack with the effects,


Damage 6, Charge 6, and Reave. The original target redirects
the attack to a nearby friendly unit that becomes the new
target. Now the acting unit must resolve their Charge hit
effect. The charge movement must move them into contact
with the original target to make the attack legal. The new
target may use a damage prevention action if they have the
available esper. The active unit then applies the Damage 6
to the new target. Once damage is applied, if the new target
was destroyed the active unit resolves Reave.

After final damage has been dealt, if the target has not
been removed from play, resolve the effect of each
Recover damage prevention action, ability, and effect (if
any) the target may be subject to.

9 - RESOLVE AFTER ACTION EFFECTS


Any after action effects are now resolved (e.g. Push, Feint)
then the action ends.

EFFECT TIMING
Most combat actions will have multiple effects that occur.
The order that each of these effects are resolved in is
detailed in Order of Operations, page 29.

DAMAGE PREVENTION ACTIONS


These actions may only be used by the target of an effect
that causes damage.

COMBAT ACTION TYPES

Armor [X]: An Armor defense increases the units


Armor by the number indicated. If the unit benefits from
multiple effects that grant Armor, all of the sources are
added together to determine the units total Armor.

ATTACK ACTIONS

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me

Melee Attack: A Melee Attack is a close combat


attack action that can only be made against an enemy
target in contact with the active unit.

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as
e,

Ranged Attack: A Ranged Attack can only be made


against an enemy target in the active units LoS. Models in base
contact with an enemy cannot make ranged attacks of any kind.

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ly

Guard: A Guard defense causes an attack to miss. No


effects of the attack occur. Skip to Resolve After Action Effects.

Recover [X]: After final damage is applied, a Recover


defense heals the target by the number indicated. If the
unit benefits from multiple effects that grant Recover, all
of the sources are added together to determine the total
amount healed. Heal is detailed in Abilities, page 30.
Recover can heal more damage than inflicted in the
attack. Recover has no effect on a unit whose health has
been reduced to zero.

Psychic Attack: A Psychic Attack can only be made


against an enemy target in the active units LoS.

0.MiniRulebook-32.indd 17

Example: A unit with 3 health left of its original 8 takes 2


points of damage from an attack. The unit uses a damage

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prevention action that grants it Recover 3. After final damage


has been applied, the unit heals the 2 points of damage from
the current attack and 1 point of the previous damage it had
taken. Leaving it with 4 health left.

KNIGHTS & CYPHERS


Relic Knights and Questing Knights are the epic heroes
of the Relic Knights game. The universe revolves around
these proud warriors.

OVERCHARGE ACTIONS
Overcharge: Overcharge attack actions may only be
defended by Overcharge attack prevention actions.

Questing Knights are individuals who have only recently


bonded with their cypher. They are just beginning to
master their powers and hope to prove themselves
worthy of gaining a Relic.

Normal, non-Overcharge, attack prevention action may


not be used unless they possess a press which grants
them overcharge.

Relic Knights have proven their worth to their cypher


and been gifted with the awesome might of a Relic.
These death dealing constructs take the knights already
formidable powers to undreamed of levels.

PASSIVE DAMAGE
Sometimes a unit will be affected by damage that is
not directly inflicted by an action, this is called passive
damage. Sources of passive damage include:
Contacting objects due to forced movement.
Falling
Area of Effects
Abilities (e.g. Belligerent)
Anytime a unit suffers passive damage it may use a
single damage prevention action to reduce or heal
some of the damage.

A
ac
ar
an

CYPHER BOND
The knight is bonded to the cypher listed on the knights
reference card with the ability, Cypher [Name]. At the
beginning of their activation, the knight automatically gains
1 held esper if they can draw LoS to their bonded cypher.

CADRE ABILITY

If an action causes a unit to suffer passive damage they


may perform a damage prevention action for the passive
damage as normal.

Cy
no
Cy
ha

Cy
re

Cy
of
kn

Cy
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Cy

Cy

A Cadre Ability is a special action or ability that a knight


grants to their entire cadre, including the knight. The
cadre ability functions exactly as if it were printed on the
cards of the units in the cadre.

If an action causes a unit to suffer damage from multiple


sources (e.g. from the attack action and from a fall) they
may perform a damage prevention action for each source
of damage separately.

If your cadre includes multiple knights, only the cadre


ability of the Leader is used. The other knights cadre
ability is ignored.

Example: A unit takes 6 damage and is pushed into an


object by the attack taking a further 3 passive damage.
The unit already possesses Armor 2. It uses an action that
grants them Armor 2, so their total armor now counts as
Armor 4. The Armor 4 reduces the damage taken from the
initial attack to 2. The unit may then choose to use another
damage prevention action that is separately applied to the
passive damage from hitting the object.

0.MiniRulebook-32.indd 18

KNIGHTS

CYPHER [NAME]

Inherent damage prevention abilities such as Armor or


Recover may be used against passive damage.

Cy
kn

All knights are joined by a specific cypher. When a knight


is recruited their named cypher is automatically recruited
as part of the same cadre.

When a unit suffers passive damage determine the total


damage, total armor and final damage as described in
Apply Damage above.

Ex
he
ha
2o
m
es

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.

Knights have four unique abilities that distinguish them


on the battlefield: cypher [name], cypher bond, cadre
ability, and esper expression.

The unit draws no additional cards and the player may


only use cards currently in their hand or held esper.
They must pay for the cost of the action as normal and
may apply any presses. Any effect of the action that would
normally affect an enemy unit is disregarded, even if an
enemy unit is the source of the passive damage. (e.g.
damage resulting from a push or fall)

kn
of
ste
in
th
no
ch

Cyphers do not gain, and cannot benefit from cadre abilities.

ESPER EXPRESSION
Esper expression is an ability unique to Relic Knights.
When a Relic Knight possesses held esper, they benefit
from the effects described in their esper expression.

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m
th
fo
su
m

Sq
fu
re

The effect of an esper expression scales with the amount


of held esper the knight possesses. The effect of a

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es
d

ly
o
es

er
c.
dy

er.
s
ve
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ht
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ns

s.

s.
fit

Squads are groups of models that function as a single unit.


A single tracker and reference card are used to represent
the entire squad and every model shares a single set of
attributes and skills. When a squads tracker card is moved
to the active slot the entire squad activates.
A squads point cost is listed with two values, X(+X). The
first number is the base cost that you must spend to recruit
the squad into your cadre. The second number is the cost
per single model you may spend to increase the number of
models in the squad by one, up to the squads maximum size.

Example: At the beginning of Kisas Action she possesses 3


held esper. Any held esper she spends during the action will
have a value of 4 esper instead of the normal 2. She spends
2 of her held esper during her action. During her follow-up
move she possesses only 1 held esper so the value of any
esper she holds is now 3.

SQUAD SIZE
Every squad possesses the trait, Squad X(X). The first
number is the number of models that the squad possesses
when you pay the base point cost for the unit. The second
number is the maximum number of models that may be
fielded in the squad.

CYPHERS
Cyphers cost no points, their value is included in their
knights points cost.
Cyphers do not possess attack and defense skills and do
not draw cards when making attack and defense actions.
Cyphers only use esper from their controlling players
hand or any held esper they possess.

Example: Swordsworn have a point cost of 5(+1) and are


Squad 3(5). The player pays 5 points to recruit the squad.
The squad begins with 3 models. The player may then pay 1
additional point per model to increase the number of models
in the squad up to a maximum of 5.

A cypher cannot be targeted by any attack unless that


action can specifically be used against cyphers. Cyphers
are affected by area of effect markers, support actions,
and other effects unless otherwise specified.

COHESION
All models in the squad must form a single unbroken
chain where each model is within 3 of at least one other
model in its squad. This is called cohesion. (See Cohesion
Fig. 1 and Fig. 2).

Cyphers do not possess a health attribute and are only


removed from play when their knight is destroyed.

VICTORY CONDITIONS
Cyphers are ever testing their knights abilities. Because
of this they rarely take direct action towards achieving a
knights goals.

BROKEN
During the game effects like forced movement or
destroyed models can cause a unit to no longer be in
cohesion. When a squad is no longer in cohesion it is
broken. (See Cohesion Fig. 3)

Cyphers may not be chosen to fulfill model specific victory


conditions (e.g. Assassination or Defense of Life).
Cyphers may not retrieve or carry tokens for any reason.

A broken squad must use any free move it makes to


attempt to move back into cohesion by the shortest
route possible.

Cyphers may not interact with objective markers.

ht
he
he

re
re

RECRUITING

knights esper expression is determined by the amount


of held esper they possessed at the beginning of each
step of each active players turn: beginning of the turn,
initial move, action, follow-up move, and clean-up. Once
the effect of the esper expression is determined it does
not change until the next step of the turn, regardless of
changes to the knights held esper total.

A squad that is broken may not perform an action of


any type, including drawing additional cards or taking
defense actions.

SQUADS

Immediately after a unit returns to cohesion it may


function normally.

The universe is full of warriors and soldiers. These brave


men, women, chee, aliens, and monsters do not possess
the raw power of the many heroes and villains they are
forced to do battle with. To help ensure success (and
survival) they band together in squads, hoping that the
many can overcome the few.

ELEVATED TERRAIN
When a squad is interacting with elevated terrain, cohesion is
determined from base to base as normal. The squad is allowed
6 of vertical distance to maintain cohesion. Elevated terrain is
discussed in Terrain, page 53.

Squads have several unique rules that govern how they


function on the battlefield. This section will cover how to
recruit and use these potent units.

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a

0.MiniRulebook-32.indd 19

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0.MiniRulebook-32.indd 20

Cohesion Fig.1

DEPLOYMENT

A squad must always be deployed in cohesion.

An
on
to
eff
ta

MOVEMENT
Every model in the unit can be moved as part of the
squads initial and follow-up movement.
3

Each model uses the Speed attribute listed on the squads


card for its individual movement. Each model must complete
its movement before another model in the squad is moved.
Squads that begin a free move in cohesion must end the
move in cohesion.

2.5

FREE MOVEMENT
If a squad is subject to an effect that grants free movement
then all models in the squad may move.

This squad is in cohesion.

ACTIONS

Cohesion Fig.2

Only one action can be taken per squad, no matter how


many models are in the squad.

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3
B

Obscuring Object

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This squad is in cohesion.

Window

Obscuring Object

Cohesion Fig.3

W
of
Th
th

Active Member Fig. 1

Model D has been selected as the active memeber of


the squad. It is used as the source of the action when
resolving all aspects of the actions against Target F.

When a squad initiates its action designate one model


in the squad as the active member. The active member
is the source of the action. All effects of the action are
then resolved using the active member for reference. (See
Active Member Fig. 1)

This squad is Broken

Held esper can be used in all actions taken by the


squad, regardless of which model is selected as the
active member.
Some actions can only be taken when a specific model in
a squad is selected as the active member. When that is the
case it will be listed on squads card.

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TARGETING A SQUAD

APPLYING DAMAGE

An active unit may target a squad so long as it can see at least


one model in the squad. Designate one model in the squad
to be the target of the action for the purposes of resolving
effects. The area within 6 of the targets base, including the
target, is the danger zone. (See Danger Zone Fig. 1)

A squads heath is represented on its card by multiple


health tracks. Each track represents the health of a single,
non-specific, model. The squad only uses a number of
health tracks equal to the number of models in the squad.
Any excess health tracks are ignored.

RANGED AND PSYCHIC ATTACKS

Once an effects total damage has been determined, the


squad determines their total armor (if any). A squads total
armor is determined for the unit as a whole, not per model.

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When performing a ranged or psychic attack, models in


the danger zone that are in the active units LoS may be
affected by the attack.

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Some models have ranged or psychic attacks that dont


require LoS. In this case, all models in the danger zone
may be affected by the attack.

The squad subtracts their total armor from the total


damage. This is the final damage.
Determine the number of models in the danger zone. This
is the number of health tracks that may be damaged.
Record the damage taken on the squads tracker card
beginning with any previously damaged health track. When
a health track is completely filled apply additional damage
to the next health track until all damage has been applied.

MELEE ATTACKS
When performing a melee attack all models in the danger
zone may be affected by the attack.

FORCED MOVEMENT

If there is damage beyond the number of models in the


danger zone, any excess damage is ignored.

If a squad is subject to forced movement, determine


the target and danger zone as normal. All models in the
danger zone are moved.

REMOVING CASUALTIES
For each health track that is filled the owning player
chooses an eligible model from the squad that is
destroyed and removes it from play.

AoE forced movement effects only affect squad models


in the area.
The squad suffers Damage 3 for each model stopped by
an object of size 2 or greater.

Once all models in a squad have been removed from play


the squad is counted as destroyed and its tracker card is
removed from the dashboard.

AREA OF EFFECTS

Whenever any model from a squad is subject to the effects


of an AoE, the entire unit is affected.
The effects of an AoE are only applied once, regardless of
the number of models from the squad that are in the AoE.

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er
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ee

he
he

in
he

0.MiniRulebook-32.indd 21

HEALING
When a squad is affected by a healing effect (e.g. Heal,
Recover) health tracks that have been completely filled in
may not be healed.

COORDINATED ATTACK

Obscuring Object

All models in a squad are considered to have the Coordinated


Attack ability as described in Abilities, page 30.

COVER
If at least half of the models in the danger zone have
cover, then the entire squad is considered to have cover.

in

do

SQUADS AND VICTORY CONDITIONS

Designate one model from the squad as the active


member when interacting with objectives and tokens.

E
F

Squads may not interact with objectives or tokens while


broken. If the squad has retrieved a condition token, it
must immediately drop the token after any effect that
causes it to become broken.

Danger Zone Fig. 1

When a squad drops a token place the token on the battlefield


anywhere in contact with a model from the squad.

Model A is targeting a squad. It chooses E to be the target.


The danger zone is the area 6 around and including Target B.
D, E and F can be affected by Model As action.

When depositing a token, any model from the squad may


be chosen as the active member.

C cannot be affected because it is out of Model As LoS, even


thoguh it is in the danger zone.

Full rules for victory conditions are found on page 23.

B cannot be affected because it is out of the danger zone.

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0.MiniRulebook-32.indd 22

TERRAIN
The objects on the table that represent things like trees,
buildings, hills and other features of the battlefield are
collectively referred to as terrain. In general, pieces of
terrain are passive objects that do not move or directly
interact with other objects.

Example: A size 2 unit, with a speed 8 initial move wishes


to climb a 4 tall building. The unit spends 2 moving into
contact with the building. It then spends 4 to climb to the
top of the building. Once at the top of the building it has a
remaining 2 of movement it can use.

TERRAIN BASICS

SCALE

When creating the battlefield, all terrain must be given


a size. The terrains size will be used to determine if the
terrain blocks LoS and how difficult it is for models to
move over it.

When a unit contacts terrain with a size too great to


climb, it may scale the terrain. To scale a piece of terrain
the unit must be in contact with the terrain at the end of
its initial move.

To determine a piece of terrains size 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. It is best to go through
each piece of terrain on the table with your opponent
before the game to determine its size.

The unit then spends both its action and its follow-up
move to scale the terrain. Place the unit in contact with
the edge at the top (or bottom if scaling down) of the
piece of terrain, regardless of its height. The unit may
not move horizontally when scaling other than what is
necessary to place the units base(s) on top of the terrain.

Different parts of terrain can possess different sizes.


Things like building walls will have a different size than
the floor of the building.

In order for a squad to scale a piece of terrain, at least


one model must be in contact with the terrain. All other
models in the squad must be within 3 of the terrain. All
models must be able to be placed at the top, in cohesion.

Terrain cannot be targeted by an action, suffer damage, or


be destroyed unless it has the wreck-it trait discussed below.
Terrain cannot be activated or take any action.

FALLING

OPEN GROUND

If a unit is subject to a forced move that causes them to fall


from an elevation that they would normally have to climb
or scale, they suffer falling damage.

Normal flat, unobstructed terrain is considered open


ground. Open ground does not hinder your movement in
any way. The following objects are considered open ground:

If a unit falls from terrain with a size equal to or greater


than the units size they suffer Damage 3.

The basic surface of the battlefield (i.e. the table)

If a unit falls from terrain with a size greater than twice the
units size or more they suffer Damage 5.

The horizontal surface of any piece of terrain (e.g.


walkways or platforms)
Sloping surfaces (e.g. ramps or hills)

A unit will never suffer falling damage from a piece of


terrain that they would not have to climb or scale.

ELEVATION

A model may not voluntarily cause itself to fall using


free movement.

When a unit contacts terrain that is smaller in size than


itself, treat any change in elevation as open ground,
ignoring the vertical distance moved.

Units suffering damage as a result of falling may use


damage prevention actions or abilities as described in
Passive Damage, page 18.

When a unit contacts terrain with a size equal or greater


than itself the unit cannot ignore the vertical distance
moved. In these cases a model must either climb or scale
the piece of terrain.

MEASURING
When measuring between objects on different
elevations, measure the diagonal distance between
each objects base.

CLIMB

JUMPING

To climb, a model must count the vertical distance


they move (up or down) in addition to any horizontal
movement they make. The final, total, distance moved
cannot exceed the units speed skill.

Jumping allows a unit to move from terrain to terrain


without requiring the unit to climb up and down. The
distance between these two pieces of terrain is called the
gap. A unit may only jump gaps.

A model cannot climb a piece of terrain if it does not


have enough movement to reach a flat surface to place
its model on.

When a unit contacts the edge of a piece of terrain during


a free move it may choose to jump the gap to another
piece of terrain that is nearby.

Au
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If
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A unit may jump any gap so long as its base can completely
clear the gap using any free movement it has remaining.

PROTECTION EXAMPLES

A jump must always be a straight line, directly from the


edge of the original piece of terrain, across the gap, to the
edge of the opposite piece of terrain.

Protection 1: Dense wood or thicket


Protection 2: Concrete barriers, ruins, nonmilitary
buildings

If the unit is jumping to a piece of terrain with a different


size than the one it is currently on, add the vertical
distance to the horizontal distance moved to determine
if the unit can make the jump.

Protection 3: trenches, military buildings


Protection 4: Ship blast doors, bunkers

TRAITS
After creating the battlefield you may assign individual
pieces of terrain specific traits to further enhance how it
impacts the game.

WINDOWED
Windowed terrain has gaps, windows, portals or
some other feature that allows units to see through it.
Windowed terrain can include office buildings, parking
garages, cages, and blasted out ruins

Terrain is not required to have a trait. Complex pieces of


terrain can have multiple traits. Traits can even be applied
to specific areas of a piece of terrain to cause different
effects depending on where the unit is in the terrain.

Windowed terrain does not block LoS.

BROKEN GROUND
Broken ground is terrain that causes uneven footing or
is otherwise slow or difficult to move through. Broken
ground can include water features, treacherous ruins, or
even the cautious movement through a minefield.

VICTORY CONDITIONS
Victory conditions are special tasks or goals that players
must accomplish to achieve victory. Each victory condition
a player accomplishes is worth victory points (VP).
Depending on the game size being played, players need
to gain a specific number of victory points to win the game
(i.e. Encounter and Skirmish 8 VP, Conflict and Battle 12 VP).

Units ending their initial move in broken ground cannot


make a follow-up movement.

CRYSTAL GROWTH
Terrain with crystal growth has been overrun by the esper
crystals that precede the Calamity. Esper crystals grow
anywhere, any piece of terrain can have crystal growth.

During each players Clean-up both players determine


which victory condition(s) they have accomplished (if any)
and add the number to their victory point total. When a
player has gained the required number of victory points
they are the winner and the game ends.

Units beginning their activation in contact with a piece of


terrain with crystal growth gain 1 held esper.

FORTIFIED
Fortified terrain has been reinforced to increase its
defensive capability. Fortified terrain can include
reinforced walls, hardened bunkers, and shield generators.

Victory points are never lost, even if later events in the


game cause the condition to be undone.
Example: If a player has achieved the Secure Perimeter
Primary Condition they will retain their 5VP even if later in
the game they no longer have the necessary secured tokens.

A unit in contact with a piece of fortified terrain increases


all defense skills by 1.

PROTECTION [X]

There are three types of victory conditions: Destruction,


Faction, and Scenario. Destruction and Faction conditions
can be accomplished by all players in every game you
play. Scenario conditions are determined for each player
during Game Setup.

Most pieces of terrain provide some form of protection.


Terrain with protection shields and prevents damage
from being inflicted on units behind it. Protection
includes hedges, barricades, bunkers, trenches, and other
defensive positions.

WIPEOUT

When a unit has cover from a piece of terrain with protection


the unit increases its armor by the number indicated.

If a players entire cadre is destroyed they lose the game,


regardless of the number of victory points earned.

When you give a piece of terrain the protection trait


you must assign it a number value indicating how much
protection it provides.

0.MiniRulebook-32.indd 23

OBJECTIVE MARKERS
Objective markers (objectives) represent various objects,

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locations, or goals that are important to your cadre. Each


player always deploys three objectives: one primary
objective and two secondary objectives. These markers
cost no points and are used in every game.
In addition to the marker rules found in Objective
Markers page 11, objectives also have the following
special rules.
OBJECTIVE MARKER ATTRIBUTES

OBJECTIVE MARKER

PRIMARY
OBJECTIVE

SECONDARY
OBJECTIVE

50

50

SABOTAGE

co

Sabotaged objectives have been damaged or subverted


to the enemys benefit. Sabotage tokens may not be
removed. A unit in the area of a friendly objective
powered by one or more sabotage tokens, friendly or
enemy, reduces all defense skills by 1.

On
fro

SECURE
Secured objectives have been claimed by a cadre as their
own. An objective may only ever have one secure token
on it at any time. When a unit adds a new secure token to
an objective the previous one (if any) is removed. A unit
in the area of an objective powered by a friendly secure
token gains Armor 1.

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3

Us
de
pr

To
co
an

DRAIN
A unit in contact with an objective may use their action
to drain an objective. When a unit drains an objective one
enemy infuse or secure token is removed.

CONDITION TOKENS
DESTROY

GameObjective-1.indd 1

2013-07-15 8:16 PM

Objectives can be attacked and destroyed normally by


enemy units. Objectives have no defense skills and do not
draw additional cards.

HEAL

Most victory conditions require that you interact with or


create tokens of a specific type (e.g. conservation tokens,
cargo tokens, etc). These tokens are called condition tokens.
Only friendly condition tokens can be interacted with or
used to fulfill a victory condition unless specified otherwise.

RETRIEVE

Objectives can be healed normally by friendly units. In


addition, any unit in contact with a friendly objective may
use their action to heal it. To heal an objective the unit
may spend one or more Held Esper; for each Held Esper
spent heal 3 damage on the objective.

A unit may retrieve a condition token by ending its initial


move in contact with an objective. The unit may then take
its action to retrieve a token.
If a friendly condition token is on the battlefield a unit may
retrieve the token by ending its initial or follow-up move
in contact with the token. The unit may then retrieve the
token without using its action.

POWER
A unit may use their action to add one power token to any
single objective (friendly or enemy) they are in contact with.
An objective may have any number of power tokens, friendly
or enemy. Power tokens may not be retrieved. There are
three types of power tokens: infuse, sabotage, and secure.

When a unit has retrieved a condition token, place the


token on the units tracker card. The unit carries the token
until it either drops or deposits the token.
A unit may only carry one condition token at a time.

DROP

An objective with a power token is called a powered


objective. Powered objectives create effects that cover
the entire area within 3 of the edge of the objective,
including the objective itself. A unit within 3 of the edge
of objective gains the powered objectives effects.

INFUSE

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en

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en

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inf
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m

At the beginning of their initial or follow-up move, a unit


carrying a condition token may choose to drop it.

If a unit carrying a condition token suffers damage that


causes them to lose health, then the unit immediately
drops the token.

Us
de
se

When a unit drops a token place the token on the


battlefield anywhere in contact with a model in the unit.

Infused objectives have been charged with esper. To add


an infuse token the unit must spend 1 Held Esper. A unit in
the area of an objective powered by one or more friendly
infuse tokens gains one free esper of any type when
performing their action. This esper may only be used to
initiate their action and may not be used for presses.

To
to
ob
to

DEPOSIT
To deposit a condition token a unit carrying a token
must end their initial or follow-up move in contact with
the deposit location specified by the scenario condition.
Remove the token from the units tracker card. The

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ed
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condition token has been deposited.

PRIMARY CONDITIONS

Use the primary esper type on the card flipped when


determining scenario conditions to determine your
primary condition.

To accomplish Conservation you must retrieve one


conservation token from three different enemy objectives
and deposit all three at your own primary objective.

To accomplish Secure Perimeter you must place secure


tokens on your primary objective and on three enemy
objectives. The objectives must all possess the secure
tokens at the same time.

ay
ve
he

To accomplish Heist you must retrieve three heist tokens from one
enemy primary objective and deposit them at any board edge.

en
th
n.
he

CHAOS - ANARCHY
To accomplish Anarchy you must place a sabotage token
on five different objectives, friendly or enemy.

ESSENCE - REALIGN

CORRUPTION - ESPIONAGE

To accomplish Tear it Down you must destroy either one


enemy primary objective or two enemy secondary objectives.

he
t.

ENTROPY - CARNAGE
To accomplish Carnage you must destroy three enemy units.

LAW - SECURE PERIMETER

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CORRUPTION - ASSASSINATION
Before deployment have your opponent choose one non-knight
unit in their cadre as the unit carrying the intel. To accomplish
Assassination, you must destroy the unit carrying the intel.

CREATION - CONSERVATION

To accomplish Espionage you must place three sabotage


tokens on a single enemys primary objective and one
sabotage token on each of their secondary objectives.

nit

After deployment you must place a secure token on all


three of your objectives. To accomplish Siege all three of
your objectives must have friendly secure tokens when any
opponent draws through their Esper Deck for the first time.

5 VICTORY POINTS

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LAW - SIEGE

Once a condition token has been deposited it is removed


from play and cannot be interacted with again.

To accomplish Realign you must place at least one infuse


token on three different enemy objectives. The objectives
must all possess the infuse tokens at the same time.

SECONDARY CONDITION

ENTROPY - TEAR IT DOWN

3 VICTORY POINTS

Use the secondary esper type on the card flipped when


determining scenario conditions to determine your
secondary condition.

CHAOS - HEIST

CREATION - DEFENSE OF LIFE


After deployment your opponent must choose one unit
in your cadre. Place a life token on that units card. To
accomplish Defense of Life, you must deposit the life token
at any point along the board edge furthest from the units
starting position. A unit may not voluntarily drop a life token.

ESSENCE - GRAND CONJUNCTION


To accomplish Grand Conjunction you must place three
infuse tokens on an enemys primary objective and three
infuse tokens on your own primary objective. The objectives
must all possess the infuse tokens at the same time.

LAW - SIEGE
After deployment you must place a secure token on all
three of your objectives. To accomplish Siege all three of
your objectives must have friendly secure tokens when any
opponent draws through their Esper Deck for the first time.

SECONDARY CONDITION

3 VICTORY POINTS

Use the secondary esper type on the card flipped when


determining scenario conditions to determine your
secondary condition.

CORRUPTION - ASSASSINATION
Before deployment have your opponent choose one non-knight
unit in their cadre as the unit carrying the intel. To accomplish
Assassination, you must destroy the unit carrying the intel.

CREATION - DEFENSE OF LIFE


After deployment your opponent must choose one unit
in your cadre. Place a life token on that units card. To
accomplish Defense of Life, you must deposit the life token
at any point along the board edge furthest from the units
starting position. A unit may not voluntarily drop a life token.

0.MiniRulebook-32.indd 25

ENTROPY - CARNAGE
To accomplish Carnage you must destroy three enemy units.

25

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0.MiniRulebook-32.indd 26

a faction tries to accomplish any time they go to battle.

CHAOS - ANARCHY

The faction condition is determined by the faction of the cadres


leader. Cadres led by Radiant or Void knights may choose any
single faction condition from a faction with the same affinity.

To accomplish Anarchy you must place a sabotage token


on five different objectives, friendly or enemy.

You may accomplish your faction condition in any battle you play.

ESSENCE - REALIGN

LAP TIME - CERCI SPEED CIRCUIT

To accomplish Realign you must place at least one infuse


token on three different enemy objectives. The objectives
must all possess the infuse tokens at the same time.

To accomplish Lap Time you must complete any other


non-destruction condition before you draw through your
Esper deck for the first time.

JUSTICE - SHATTERED SWORD

DARKSPACE CONDITION

After the first of your units has been destroyed, note the
unit that destroyed them. This unit is now the accused. To
accomplish Justice you must destroy the accused unit. If the
accused is a cypher, you must destroy the cyphers knight.

3 VICTORY POINTS

If a void card is flipped when determining scenario


conditions then both players may attempt to accomplish
the darkspace condition. After one player has
accomplished a darkspace condition no other player may
accomplish it for the remainder of the game.

TRANSPORT - BLACK DIAMOND


Retrieve two cargo tokens from your primary objective. To
accomplish Transport you must deposit the cargo tokens
at any point along the board edge furthest from your
primary objective.

VOID - CALAMITY
When a unit is in contact with an enemy objective they may use
their action and spend 1 Held Esper to retrieve a calamity token.

SLAVE RAID - NOH EMPIRE

A unit carrying a calamity token may not voluntarily drop


it and may not gain or use Held Esper.

Every time you destroy an enemy model place a slave


token in contact with the model before removing it from
play. To accomplish Slave Raid you must retrieve at least
one slave token and deposit it at your primary objective.

A unit may deposit a calamity token on any enemy model.


The enemy model immediately loses any Held Esper on its
card. The token is then removed from play.

BOOTY RAID - STAR NEBULA CORSAIRS

To accomplish Calamity you must deposit three calamity


tokens on enemy models. After Calamity has been
accomplished no additional calamity tokens may be created.

Retrieve booty tokens from any number of enemy


objectives. To accomplish Booty Raid you must deposit
two booty tokens at your own primary objective.

WILDSPACE CONDITION

ATTUNE - DOCTRINE

3 VICTORY POINTS

To accomplish Attune you must place an infuse token on


two enemy secondary objectives and one infuse token on
your own primary objective. All objectives must possess
the infuse tokens at the same time.

If a wild card is flipped when determining scenario


conditions then both players may attempt to accomplish
the wildspace condition. After one player has
accomplished a wildspace condition no other player may
accomplish it for the remainder of the game.

DESTRUCTION CONDITIONS

WILD - CRYSTAL HARVEST

Destruction conditions reward the player for destroying enemy


units. Destruction conditions are accomplished as soon as the
required unit has been completely removed from play. If one of
your other victory conditions also requires that you destroy a
unit, you will receive victory points from both that condition and
the relevant destruction condition.

When a unit is in contact with a friendly objective they may use


their action and spend 1 Held Esper to retrieve a crystal token.
A unit carrying a crystal token gains one free esper of any type
when performing their action. This esper may only be used to
initiate their action and may not be used for presses.
When a crystal token is dropped it is destroyed and
removed from play.

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KNIGHT SLAYER

3 VICTORY POINTS

To accomplish Crystal Harvest you must destroy three


crystal tokens, either by your own units voluntarily
dropping them or by causing enemy units to drop
them. After Crystal Harvest has been accomplished no
additional crystal tokens may be created.

Knight Slayer is accomplished anytime you cause an enemy


knight to be destroyed. If multiple knights are being played
you may accomplish this condition multiple times.

UNIT KILLER

1 VICTORY POINT

FACTION CONDITIONS

Unit Killer is accomplished anytime you cause an enemy


unit to be destroyed. This condition may be accomplished
multiple times, once for each unit you destroy.

2 VICTORY POINTS

Faction conditions represent iconic or common goals that

26

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REFERENCE

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BOOSTS

BOOST MARKERS

Boosts represent the myriad forms of technology, gear, or


artifacts a cadre will bring to battle. Boosts are markers that
you may purchase for your cadre in addition to other units.

A player may include any number of boosts in their cadre;


but may not include more than two of any boost with the
same name.

30

2 - AMMO DROP: Friendly units within 3 of Ammo


Drop increase their ranged attack skill by 1.
2 - COMBAT STIMULANTS: Friendly units within 3 of
Combat Stimulants increase their melee attack skill by 1.
1 - DAMPENING FIELD: Friendly units within 3 of
Dampening Field gain Armor 1
4 - DARKFIELD: Friendly units within 3 of Darkfield
gain cover and Stealth.
1 - ESPER CONDENSER: At the beginning of its
activation a friendly unit in contact with Esper Condenser
may gain 1 Held Esper; then immediately remove the
marker from play.

ESPER ACTIONS

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3 - KINETIC DAMPENER: No unit, friendly or enemy,


within 3 of Kinetic Dampener may make a follow-up
movement.

ESPER CLEANSING: A unit with Esper Cleansing


may spend 1 Held Esper to remove a single AoE token in
LoS from play.

3 - MEDIKIT: A friendly unit in contact with Medikit


may use its action to flip 3 cards. Heal 1 damage for each
point of Creation.

ESPER THIEF: A unit with Esper Thief may target an


enemy unit in LoS that possesses Held Esper. Remove 1
Held Esper from the target. The active unit gains 1 Held
Esper. Esper Thief may target cyphers.

2 - PROXIMITY MINE: When any unit, friend or enemy,


moves within 3 of Proximity Mine that unit suffers
Damage 4. After resolving damage remove the marker
from play.

TRANSFER ESPER: A unit with Transfer Esper can


choose to transfer some or all of its Held Esper to friendly
units. Remove any amount of Held Esper from the active
units card. For each point of Held Esper removed, a friendly
unit may gain 1 Held Esper. A unit may transfer its Held Esper
to multiple friendly units. Transfer Esper does not require LoS.

2 - PSYCHIC AMPLIFIER: Friendly units within 3 of


Psychic Amplifier increase their psychic attack skill by 1.

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0.MiniRulebook-32.indd 27

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0.MiniRulebook-32.indd 28

TRAITS
KYOJIN: The unit is a member of the Kyojin, also known as the
Unchained, a Noh Empire caste driven mad by their devotion to
Nozuki and the visions he grants them.

AGHA: The unit is an Agha, also known as demon hounds, or


Hounds of Nozuki. Agha are the most common Noh beast of war.
BEAST: The unit is an animal, monster, or other low intelligence
creature that must be bred or trained for war.

a
b
c
d
e
f

LOREKEEPER: The unit is a member of the Lorekeeper order.


Lorekeepers are Doctrine esper users who are practiced in
martial and tactical disciplines. Lorekeepers make up the ruling
order of the Doctrines military and defense forces.

BLACK DRAGON: The unit is a member of the Black Dragons,


Black Diamonds elite heavy infantry.
BLESSED: The unit is a member of the Blessed, the Noh Empires
priest caste.

MALEAACH: The unit is a member of the Maleaach species. The


Maleaach are self described Disciples of the Void and ride at the
head of the Darkspace Calamity.

CASTELLAN: The unit is a Castellan pattern mecha. The


Castellan is a versatile military mecha exclusive to the paladin
orders of The Six Peers.
CHEE: The unit is a member of the Chee species. The Chee
species is entirely artificial and mechanically created and then
given sentience by access to the Chee Interspace Network. The
level of intelligence a Chee possesses can vary dramatically
depending on the neural matrix given to it by its parents at the
time of creation.

MARMOD: The unit is a member of the Marmod species. The


Marmod are a peaceful species who are often commended for
their good company, insight, and ability to digest anything.

MECHA: The unit is primarily composed of mechanical or


artificial components but requires a separate, intelligent,
operator to function. This can be a pilot, a remote operator, or an
installed consciousness.

h
i

NOH: The unit is a member of the Noh species. The Noh species
values personal strength and are notoriously quick to anger.

CODEBREAKER: The unit is a member of the Codebreaker


Project, a secret operation seeking to unlock and harness the
origins and power of the cyphers.

NOVITIATE: The unit is a Doctrine, untrained, esper user who


has been enrolled in an academy or otherwise apprenticed to a
Doctrine teacher. Novitiates are not yet a member of any order.

CODIFIER: The unit is a member of the Codifier order. Codifiers


are the Doctrines most common academy trained and
sanctioned esper users. Codifiers can be found throughout
Doctrine space and see to many of its duties.

NOZUKI: The unit is a member of the Cult of Nozuki, the Nohs


demonic hydra god.

b
c

CONSTRUCT: The unit is created and functions due to artificial,


nonmechanical, means. Typically this is the result of esper
infusion or binding with an inanimate object. Constructs can
have varying degrees of intelligence and sentience based on
their purpose and the methods used in their creation.

PARAGON: The unit is a member of the Paragon discipline, The


Order of the Shattered Swords elite heavy infantry.

CYBORG: The unit is a flesh and blood being that has been
extensively augmented with mechanical or artificial parts.

PIT CREW: The unit is the member of a mechanic crew and


oversees the building and maintenance of a wide variety of
mechanical vehicles.

PIRATE: The unit survives through piracy: thieving, looting,


drinking, and murdering. Basically, living the life of a rogue and
loving it.

DAHON: The unit is a Dahon, brutish beasts from the


demon realm of Nozuki. Dahon are known for being wild and
temperamental.

PURIFIER: The unit is a member of the Purifier discipline. The


Purifiers specialize in battlefield triage and care for The Order of
the Shattered Sword.

DARKSPACE: The unit is an alternate version of another named


unit. Darkspace units may be recruited into your cadre alongside
the non-Darkspace version of the unit, provided they work for
the appropriate faction.

RACER: The unit lives for speed and is a participant in racing


circuits, both legal and illegal, throughout the galaxy. The most
renowned racers are those of the Cerci Speed Circuit.

DIAMONDBACK: The unit is a Diamondback pattern mecha.


Diamondbacks are the most ubiquitous mecha in Black
Diamonds service, but are not exclusive to them.

RADIANT: Radiant units are mighty champions selected not just


by a single esper type but by three combined: Essence, Creation,
and Law.

DIAMOND CORPS: The unit is a member of the Diamond Corps,


Black Diamonds largest division of security services.

ROBOTIC: The unit is mechanically created and entirely artificial.


Robotic units possess no sentience or intelligence beyond that
which it is programmed with.

DIVINES: The unit is a known worshipper of the Divines, deities


whose six aspects reflect the six forms of Esper.

SARVA: The unit is a member of the Sarva, the Noh Empires


scouting and infiltration caste.

GOMANDI: The unit is member of the Cult of Gomandi, the


severed head of Nozuki who provided his wisdom and insight.

SLAVER: The unit captures other living beings using them for
service, sale, or sacrifice. The most notorious slavers are those of
the Noh Empire slaver caste.

HATRIYA: The unit is a member of the Hatriya, the Noh Empire


warrior caste. The Hatriya value martial discipline and personal
honor.

SQUAD: The unit is a squad and consists of multiple models


functioning as a cohesive whole.

HELLS BELLE: The unit is a member of the Hells Belle biker


gang, a low-level but rapidly expanding underworld racing
syndicate on Cerci Prime.

SWORDSWORN: The unit is a member of the Swordsworn


discipline, The Order of the Shattered Swords largest combat
active discipline.

HUMAN: The unit is of the Human species. The Human species


is the most prolific and diverse species in the galaxy, a trait that
often leads them into conflict with other species.

TONNERRIAN: The unit is a member of the Tonnerrian species.


The Tonnerrian species is built on martial tradition and devotion
to the Divines.

IMBACH: The unit is of the Imbach species. The Imbach are the
oldest species in the Alliance. They are renowned technologists
and archivers of ancient lore.

a
b
c

VOID: Void units are mighty champions selected not just by a single
esper type but by three combined: Corruption, Entropy, and Chaos.

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ORDER OF OPERATIONS

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0.MiniRulebook-32.indd 29

1. GAME SETUP
a.
b.
c.
d.
e.
f.

Game Size
Recruit Cadre
Hero and Villain
Scenario Conditions
Create Battlefield
Deployment (All steps begin with Villain)
i. Deploy Objectives
ii. Deploy Boosts
iii. Deploy Units

5. CLEAN-UP

i. If any player has achieved enough victory


points to declare a winner the game ends.

d. Acting Player
i. Active units tracker card is placed in idle
section
ii. Reset hand to 5 cards

g. Set Ready Queue

01. If hand is larger than 5 cards discard


down to 5
02. If hand is 5 or fewer

i. Villain sets the queue


ii. Hero sets the queue
iii. Any additional players set the queue

h. Draw First Hand


i. Hero takes first turn, proceed to
2.Beginning the Turn

2. BEGINNING THE TURN

a. discard any number of cards


b. Redraw to 5 cards
e. Defending Player
i. If hand is larger than 5 cards discard
down to 5
ii. Redraw to 5 cards

a. Move leftmost unit to the active slot.


i. Slide all ready models left
ii. If active unit has Linked choose if it will
be used

01. place the linked unit in the linked slot


b. Resolve beginning of activation effects
c. Relic Knights determine esper
expression value
d. Choose if active unit will refocus
i. If not refocusing proceed to 3.Activation
ii. If refocusing proceed to 4.Refocus

3. ACTIVATION
a. Initial Movement
i. Resolve beginning of move effects
ii. Relic Knights determine esper expression
value

01. Make initial move


iii. Resolve during move effects
iv. If unit is a squad repeat 3.a.ii. until each
model in squad has moved
v. Stop initial move

01. Resolve end of move or stop effects


b. Take Action
i. Relic Knights determine esper expression
value
ii. If taking a noncombat action proceed to
6.Actions
iii. If taking a combat action proceed to 7.Combat
Actions

c. Follow-up Movement
i. Resolve beginning of move effects
ii. Relic Knights determine esper expression
value
iii. Make follow-up move

01. Resolve during move effects


iv. If unit is a squad repeat 3.c.ii. until each
model in squad has moved
v. Stop follow-up move

01. Resolve end of move or stop effects


d. Activation ends, proceed to 5.Cleanup

4. REFOCUS
a. Acting player draws 5 cards
b. Active unit gains 1 Held Esper
c. Refocus ends, proceed to 5.Clean-up

01. Excess esper beyond the cost is lost

a. End of activation effects resolved


b. Relic Knights determine esper
expression value
c. Determine victory points gained

f. If a unit is in the linked slot place it in


the active slot
i. Proceed to 2.b.Resolve beginning of
activation effects

g. If no unit is in the linked slot


i. Acting player resets the queue
ii. Defending player resets the queue

h. Next player begins their turn, proceed to


2.Beginning the Turn

6. ACTIONS
a. If unit is a squad designate active
member
b. Pay cost to initiate action
i. Excess esper beyond the cost is lost

c. Pay cost to initiate all presses (if any)


i. Excess esper beyond the cost is lost

d. Resolve effect of action plus presses


e. Proceed to 3.c.Follow-up Movement

7. COMBAT ACTIONS
a. If unit is a squad designate active member
b. Active unit determines a target
c. Active unit pays cost to initiate action
i. Excess esper beyond the cost is lost

d.
e.
f.
g.

Resolve effects that increase skill


Resolve effects that decrease skill
Active unit and target draw additional cards
Active unit pays cost to initiate all presses (if any)
i. Excess esper beyond the cost is lost

h. If target is using attack prevention proceed to


8.Attack Prevention
i. Target is hit
i. Proceed to 9.Resolve Hit Effects

j. If target is using damage prevention


i. target pays cost to initiate action

01. Excess esper beyond the cost is lost


ii. target pays cost to initiate all presses (if any)

01. Excess esper beyond the cost is lost


k. Proceed to 10.Apply Damage

8. ATTACK PREVENTION
a. If target is using Guard
i. target pays cost to initiate action

01. Excess esper beyond the cost is lost


ii. target pays cost to initiate all presses (if any)

iii. the attack misses

01. Proceed to 11.Resolve After Action


Effects
b. If target is using Redirect
i. target pays cost to initiate action

01. Excess esper beyond the cost is lost


ii. target pays cost to initiate all presses (if any)

01. Excess esper beyond the cost is lost


iii. Determine new target, the target is hit

01. Proceed to 9.Resolve Hit Effects

9. RESOLVE HIT EFFECTS


a. Resolve Pull
b. Resolve Charge
c. Proceed to 7.j.Damage prevention

10. APPLY DAMAGE

a. Determine total damage


b. Determine total armor
i. Resolve Piercing

c. Determine final damage


d. Record damage
e. If target is reduced to zero health
i. remove model(s) from battlefield
ii. place units tracker card in dead pile

f. Resolve Recover
g. Proceed to 11.Resolve After Action Effects

11. RESOLVE AFTER ACTION EFFECTS


a. If caused by active unit
i. Resolve Blast

01. If unit suffers damage proceed to


10.Apply Damage
ii. Resolve Push

01. If unit suffers damage proceed to


10.Apply Damage
iii. Resolve Compel

01. If unit suffers damage proceed to


10.Apply Damage
iv. Resolve Overrun

01. If unit suffers damage proceed to


10.Apply Damage
v. Resolve Feint
vi. Resolve Repair
vii. Resolve Knockback
viii.
Resolve Lifeleech
ix. Resolve Reave
x. Resolve Heal

h. If caused by target
i. Resolve Backlash

01. If unit suffers damage proceed to


10.Apply Damage
ii. Resolve Push

01. If unit suffers damage proceed to


10.Apply Damage
iii. Resolve Feint
iv. Resolve Unstoppable
v. Resolve Repair
vi. Resolve Knockback
vii. Resolve Lifeleech
viii.
Resolve Reave
ix. Resolve Heal

i. Active unit resolves Unstoppable


j. Proceed to 3.c.Follow-up movement

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0.MiniRulebook-32.indd 30

ABILITIES
COORDINATED DEFENSE: Increase all defense skills of this unit
by 1 if any other friendly unit with Coordinated Defense in base
contact with them.

ACT AS ONE: Models in a squad with Act As One are always


considered to be in cohesion and are never broken.
Units with Act As One must deploy in normal 3 cohesion and
then may move further apart with later movement.

A squad with Coordinated Defense may receive the bonus if all


models in the squad are in contact with at least one other squad
member.

AEGIS: If a unit with Aegis is in the window between an enemy


making a ranged attack and another friendly unit, the friendly
unit gains Armor 1.

COORDINATED FIRE: When a unit with Coordinated Fire


makes a ranged attack on an enemy unit, the enemys defense
skill is reduced by 1 (to a minimum of 1) if at least two friendly
models with Coordinated Fire have LoS to the target.

ARMOR [X]: A unit with Armor reduces the damage taken from
each source by the number indicated.
If the unit benefits from multiple effects that grant Armor, all of the
sources are added together to determine the units total Armor.
BACKLASH [X]: (After Action) When a unit makes an attack on
a target that has Backlash, the active unit suffers an amount of
damage equal to the number indicated. If the target was removed
from play as a result of the attack Backlash has no effect. Backlash
takes effect regardless of the type of attack that is used.
BELLIGERENT: All units, friend or enemy, that stop in contact
with a unit with Belligerent suffer Damage 3.

If t
On

CYPHER BOND: The knight is bonded to the cypher listed on


the knights reference card with the ability, Cypher [Name]. At
the beginning of their activation, the knight automatically gains
1 held esper if they can draw LoS to their bonded cypher.

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DEFENSIVE FORMATION: When a unit with Defensive


Formation is ready increase all of its defense skills by 1.
ESPER INITIATE: A unit with Esper Initiate gains the Transfer
Esper action.

BUFF: Buffs are actions that only affect friendly models.

ESPER MASTER: A unit with Esper Master gains the Esper


Cleansing, Esper Thief and Transfer Esper actions.
FEINT [X]: (After Action, Free Move) A unit taking an action with
Feint may move up to the number of inches indicated.

CHARGE [X]: (Hit, Free Move) A unit taking an action with


Charge must move in a straight line directly towards the target,
up to the number of inches indicated. The move stops if the unit
contacts the target or another object it cannot move through.

FLIP [X]: Resolve flip when its effects apply. The unit affected
by Flip flips the number of cards indicated by the number. Count
the esper types specified by the action and resolve any effects as
indicated. Full rules for Flip are on page 10.

A unit may take a melee attack action that includes Charge as


part of its description or presses when it is not in contact with the
target, but only if the Charge distance is sufficient to bring the
active unit into contact with the target.

FLY: A unit with Fly may move over objects and ignores any
changes of elevation during any free movement.
FORCE FIELD: When a unit with Force Field is idle, they gain
Armor 2.

COMPEL [X]: (After Action, Forced Move) When a unit is affected


by Compel, move the unit in any direction up to the number of
inches indicated.

FORMATION: A unit with formation ignores other members


of its squad, and other units of the same name, for purposes of
movement and line of sight.

CONCERT: Squads with Concert gain special presses that may


only be used when the named model has LoS to the target for
ranged and psychic attacks or is in contact for melee attacks.

HEAL [X]: When a unit is affected by Heal erase a number of filled


damage hexes on its card by the number indicated. If the healed
unit is a squad, health tracks that have been completed filled may
not be healed. Heal has no effect on a unit whose health has been
reduced to zero or have otherwise been removed from play.

COORDINATED ATTACK: When a unit with Coordinated Attack


inflicts damage on an enemy unit with a ranged attack, the
damage is increased by 1 for each additional model from its squad
that has LoS to the target and is not in base contact with an enemy.

HEALING AURA [X]: Friendly units that begin their activation


within 3 of a unit with Healing Aura heal by the number
indicated.

When performing a psychic attack the damage is increased by 1


for each additional model from its squad that has LoS to the target.
When performing a melee attack the damage is increased by 1
for each additional model from its squad that is in base contact
with the target.

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CYPHER: (Action Effect) An action with Cypher in its description


may only target and affect cyphers.

DEBUFF: Debuffs are actions that only affect enemy models.

CHANNEL ESPER: A unit with Channel Esper gains 1 Held Esper


at the beginning of its activation.

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DAMAGE [X]: The effect deals an amount of damage indicated


by the number.

BRUTALITY: When a squad with Brutality inflicts damage on an


enemy unit with a melee attack, the damage is increased by 2 for
each additional model from its squad that is in contact with the
target instead of 1 as normally granted by Coordinated Attack.

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CUMBERSOME: A unit with Cumbersome may not make a


follow-up move if it took an action.

CYPHER [NAME]: Units with this ability include the named


Cypher unit in their Cadre at no additional cost.

BLAST [X]: (After Action, Forced Move) When a model is affected


by Blast all models, friendly or enemy, within 3 of the target
model are pushed directly away from it by the number of inches
indicated. The target model is then pushed the same number of
inches directly away from the source of the Blast.

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HEAVY: Reduce any forced movement this unit makes by 3, to


a minimum of 0.

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[ESPER TYPE] INITIATE: A unit with Initiate gains the Transfer


Esper action. In addition, the unit gains access to all Initiate
general actions of the named esper type. For Example: A Chaos
Initiate has access to all Initiate Chaos general actions.

LIFELEECH: (After Action) When a unit with Lifeleech removes


another unit as a casualty, it heals 3.
LINE: Draw a line, 30mm wide, from the center of the active
units base directly through the center of the targets base and
extending to the board edge.

Unless the target successfully Guards, every unit along the line,
whether they are in LoS or not, is hit. If the target successfully
uses a Guard attack prevention the Line misses and hits no units.

on

If the target Redirects, determine a new line based on the new target.
Only the original target may perform an attack prevention action.

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Starting with the unit closest to the active unit resolve damage
and any effects from the Line. Armor and Recover may be applied
to a Line as normal.

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PUSH [X]: (After Action, Forced Move) When a unit is affected


by Push, move the unit in a straight line directly away from the
source of the Push by the number of inches indicated.

KNOCKBACK: (After Action) If a unit affected by Knockback is


ready, then its tracker card is moved to the idle section.

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ed

PULL [X]: (Hit, Forced Move) When a unit is affected by Pull,


move the unit in a straight line directly towards the source of the
Pull by the number of inches indicated.

[PRESS] RAPIDFIRE: An attack with the Rapidfire Press may


use the press multiple times in a single activation. Every time
the Rapidfire press is used the effect of the attack and any nonRapidfire presses are applied again.
If an attack prevention is successfully used against an attack
with Rapidfire, the entire attack misses (in the case of Guard) or
targets a new unit (for a Redirect).
Armor is applied separately to each set of damage and effects.
Recover is applied only once after all the damage has been applied.
REAVE: (After Action) When a unit with this ability removes
another unit as a casualty, it gains 1 Held Esper.
RECOVER [X]: After final damage is applied, a unit with Recover
heals the amount of damage indicated. If the unit benefits from
multiple effects that grant Recover, all of the sources are added
together to determine the total amount healed.

LINKED [UNIT]: The named unit in [brackets] is the linked unit.


When a unit with Linked moves into the active slot, the linked
unit is moved into the linked slot on your dashboard. The linked
unit will activate following the active units activation as detailed
in the Playing the Game section.

Recover can heal more damage than the unit suffered from the
effect. Recover has no effect on a unit whose health has been
reduced to zero.

LOOTER: (Free Move) When a unit with Looter retrieves a token,


it may immediately move 4.

REGENERATE: Squads with Regenerate may heal health tracks


that have been completely filled, up to the starting number of
members in the squad. When a filled health track has had at
least one point of damage healed return the destroyed model
back into play. Placing it in cohesion with the rest of the squad.
If the model cannot be placed in cohesion the model cannot
be healed.

[ESPER TYPE] MASTER: A unit with Master gains the Esper


Cleansing, Esper Thief and Transfer Esper actions. In addition,
the unit gains access to all Initiate and Master general actions of
the named esper type. For Example: A Chaos Master has access
to all Initiate and Master Chaos general actions.

REPAIR [X]: Repair is a special type of Heal that can only affect
units with an inherent Armor of 2 or greater, or with one of the
following types or traits.

MOB RULE: When a unit with Mob Rule makes a melee attack
on an enemy unit, the enemys defense skill is reduced by 1 (to a
minimum of 1) if at least two friendly models with Mob Rule are
in contact with the target.

TYPES: Boost, Objective, Relic Knight

[TRAIT] OFFICER: A unit with this ability gains the Coordinated


Attack ability when they are within 3 of a squad that possesses
the named trait. It is considered a member of each squad that it
is within 3 of for the purposes of Coordinated Attack.

TRAITS: Chee, Construct, Cyborg, Mecha, Robotic


SHIELD GENERATOR [X]: When a unit with Shield Generator
is ready, all friendly units within 3, including the unit itself,
increase their Armor by the number indicated.

OVERRUN [X]: (After Action, Forced Move) When a model is


affected by Overrun, move the model in a straight line directly
away from the source of the Overrun by the number of inches
indicated. Then place the active unit in contact with the target
model.

STEALTH: A unit with Stealth cannot be targeted by ranged or


psychic attacks when benefiting from cover.
SUREFOOT: Units with Surefoot ignore broken ground.
TEAMWORK: When a unit with Teamwork uses Repair they
increase the Repairs value by 1 for each additional friendly
model with Teamwork in contact with the target.

PIERCING [X]: When determining total armor, if a unit is affected


by Piercing they reduce their Armor by the number indicated to
a minimum of 0.

THRUSTERS: Units with Thrusters gain Fly during their followup move.

If the unit is affected by multiple effects that cause Piercing, all


of the sources are added together to determine the final value to
reduce their Armor.

TOW: After a unit with Tow completes its follow-up move, place
a single model that was in contact with the unit at the beginning
of its follow-up move, back into contact.

PSYCHIC CHOIR: When a unit with Psychic Choir makes a


psychic attack on an enemy unit, the enemys defense skill is
reduced by 1 (to a minimum of 1) if at least two friendly models
with Psychic Choir have LoS to the target.

UNSTOPPABLE: (After Action, Free Move) After a model with


Unstoppable is subject to forced movement, move the model 2
in any direction.

to

0.MiniRulebook-32.indd 31

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0.MiniRulebook-32.indd 32

The universe is dying.


One by one the Dark space Calamit y has consumed
t h e g a l a x i e s o f o u r u n i ve r s e . N o w, o n l y a s i n g l e
galax y remainsThe Last Galax y. Only the mighty
champions known as Relic Knights possess the strength
to overcome the Calamity and save us all from total
destruction.
Relic Knights brings the frenetic energy and over-thetop action of anime and video games straight to your
tabletop. In this dynamic miniatures battle game you
control a heroic Knight and their enigmatic cypher.
Fighting at their side are the warriors, psychics, and
soldiers of The Last Galaxy. Pit two or more players
against one another in an epic conflict to decide the
very fate of the universe!
Soda Pop Miniatures LLC, Bothell, WA
98021
Made in China
2013 Developed by Soda Pop Miniatures
LLC. All Rights Reserved. Published by

Relic Knights: Darkspace Calamity is your complete


source for rules and background on The Last Galaxy.
The first chapter in an evolving story featuring the heroes
and villains who will shape the fate of the universe.
Co m p l e t e h i s t o r y o f t h e r i s e a n d f a l l o f t h e p r i m a r y
governments, corporations, and civilizations in The Last
Galaxy.
Detailed rules section, covering every aspect you need to
fight your battles.
Six playable factions, each featuring their own unique
Knights, characters, squads, backgrounds, and history.
Innovative scenario system, ensuring no game ever plays
the same way twice.
Model gallery, showcasing the stunning range of Soda Pop
miniatures used to create your cadres and play your games.

CoolMiniorNot Inc., Alpharetta, GA 30005.


Relic Knights is a trademark of
Soda Pop Miniatures LLC.
SPM148002

12/20/2013 6:51 PM

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