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Relic Knights Rulebook Web PDF
Relic Knights Rulebook Web PDF
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the mortal ken. The knight and their cypher are joined in
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THE GAME
REFERENCE
AT A GLANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
BOOSTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
TRAITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
ABILITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266
ACTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270
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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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GAME ELEMENTS
TYPE
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.
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.
UNITS
UNIT CARDS
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
Melee
2-2
Ranged
2-2
Psychic
1-2
SPEED
Armor
Size
SWORDSWORN
SHATTERED SWORD MINION SQUAD
Cost
ARMOR
Minion Flag
Type
30
Base
Health
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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
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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.
HEADSHOT:
Damage 6
- Gain Piercing 2
Actions
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.
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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.
MINION IDENTIFICATION
DASHBOARD
ABILITIES
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.
TRAITS
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.
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
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.
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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
50
Idle Section
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1-2
2-1
3-3
1-2
4-3
1-2
2-2
1-2
2-3
40
10-8
12-8
3-2
6-5
6-6
6-6
2-2
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LUG
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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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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.
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LINE OF SIGHT
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.
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.
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:
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.
BOARD EDGE
BLOCKING OBJECTS
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Object Fig.3
Object Fig.1
A
Size 3
A
Size 3
B
Size 2
Size 3
Size 1
B
Size 2
Object Fig.4
Object Fig.2
A
Size 3
A
Size 3
Size 2
Size 2
B
Size 2
B
Size 2
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.
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Size 1
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.
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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
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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
Obscuring
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Size 2
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Obscuring
Object
Size 2
Blocking
Object
Size 3
B
Size 2
A
Size 3
FACING
Blocking
Object
Size 3
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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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.
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.
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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.
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 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.
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.
MARKERS
Markers are a special subset of models that you may
field as part of your cadre. The most common types of
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RULES PRIORITY
The player who created the AoE chooses to end the AoE
during any friendly units Clean-up Phase.
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?
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.
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CLASH
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
CYPHERS
SCENARIO CONDITIONS
UNIQUE
MINION
SQUADS
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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).
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
DEPLOY BOOSTS
ACTIVATION
INITIAL MOVEMENT
DEPLOY UNITS
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
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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
NAME
This is what the action is called.
CLEAN-UP
TYPE
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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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Type
Cost
Name
Action Effects
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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Action Effects
Press Effect
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.
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.
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
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an
An
th
EF
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de
AT
at
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ag
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ds.
st
c).
nd
or
ts
ck
se
as
es
4.
oE
ed
by
he
on
ay
as
e,
he
to
or
it.
ed
8 - APPLY DAMAGE
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.
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.
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.
ATTACK ACTIONS
ge
me
ay
as
e,
ts
ly
0.MiniRulebook-32.indd 17
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OVERCHARGE ACTIONS
Overcharge: Overcharge attack actions may only be
defended by Overcharge attack prevention actions.
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
Cy
no
Cy
ha
Cy
re
Cy
of
kn
Cy
co
Cy
Cy
0.MiniRulebook-32.indd 18
KNIGHTS
CYPHER [NAME]
Cy
kn
Ex
he
ha
2o
m
es
kn
of
ste
in
th
no
ch
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.
Th
m
th
fo
su
m
Sq
fu
re
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es
d
ly
o
es
er
c.
dy
er.
s
ve
o
nt
m
re
ht
d
s
he
ns
s.
s.
fit
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.
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).
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)
ht
he
he
re
re
RECRUITING
SQUADS
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.
nt
a
0.MiniRulebook-32.indd 19
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0.MiniRulebook-32.indd 20
Cohesion Fig.1
DEPLOYMENT
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
2.5
FREE MOVEMENT
If a squad is subject to an effect that grants free movement
then all models in the squad may move.
ACTIONS
Cohesion Fig.2
RA
W
th
aff
So
re
m
W
zo
FO
If
th
da
Ao
in
3
B
Obscuring Object
Th
an
AR
Window
Obscuring Object
Cohesion Fig.3
W
of
Th
th
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he
ds
te
d.
TARGETING A SQUAD
APPLYING DAMAGE
he
nt
MELEE ATTACKS
When performing a melee attack all models in the danger
zone may be affected by the attack.
FORCED MOVEMENT
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.
AREA OF EFFECTS
el
er
re
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
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
E
F
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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.
TERRAIN BASICS
SCALE
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.
FALLING
OPEN GROUND
If a unit falls from terrain with a size greater than twice the
units size or more they suffer Damage 5.
ELEVATION
MEASURING
When measuring between objects on different
elevations, measure the diagonal distance between
each objects base.
CLIMB
JUMPING
Au
cle
A
ed
ed
If
siz
di
if t
Af
pi
im
Te
te
to
eff
BR
Br
is
gr
ev
Un
m
CR
Te
cr
an
Un
te
FO
Fo
de
re
A
all
PR
M
Te
fro
in
de
W
th
W
yo
pr
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es
to
he
a
to
in
of
up
th
he
ay
is
n.
st
er
All
n.
all
mb
er
he
of
ng
se
in
nt
en
in
he
he
ng
er
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
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
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).
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.
FORTIFIED
Fortified terrain has been reinforced to increase its
defensive capability. Fortified terrain can include
reinforced walls, hardened bunkers, and shield generators.
PROTECTION [X]
WIPEOUT
0.MiniRulebook-32.indd 23
OBJECTIVE MARKERS
Objective markers (objectives) represent various objects,
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OBJECTIVE MARKER
PRIMARY
OBJECTIVE
SECONDARY
OBJECTIVE
50
50
SABOTAGE
co
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
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HEAL
RETRIEVE
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.
DROP
INFUSE
To
to
sa
To
en
To
en
To
inf
inf
m
Us
de
se
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
Af
in
ac
at
sta
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ed
be
ve
or
eir
en
to
nit
re
on
ne
PRIMARY CONDITIONS
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
he
t.
ENTROPY - CARNAGE
To accomplish Carnage you must destroy three enemy units.
al
ke
at
ly
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
nit
5 VICTORY POINTS
or
ns,
ns.
or
e.
he
en
LAW - SIEGE
SECONDARY CONDITION
3 VICTORY POINTS
CHAOS - HEIST
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
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.
0.MiniRulebook-32.indd 25
ENTROPY - CARNAGE
To accomplish Carnage you must destroy three enemy units.
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CHAOS - ANARCHY
You may accomplish your faction condition in any battle you play.
ESSENCE - REALIGN
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
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.
WILDSPACE CONDITION
ATTUNE - DOCTRINE
3 VICTORY POINTS
DESTRUCTION CONDITIONS
Bo
ar
yo
A
bu
sa
Dr
Co
Da
ga
ac
m
m
w
m
m
po
m
Da
fro
Ps
KNIGHT SLAYER
3 VICTORY POINTS
UNIT KILLER
1 VICTORY POINT
FACTION CONDITIONS
2 VICTORY POINTS
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REFERENCE
es
ny
ay.
er
ur
he
To
he
To
ns
ur
ve
m
st
.
my
sit
on
on
ss
my
he
of
a
nd
BOOSTS
BOOST MARKERS
30
ESPER ACTIONS
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my
ed
my
ed
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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.
a
b
c
d
e
f
h
i
NOH: The unit is a member of the Noh species. The Noh species
values personal strength and are notoriously quick to anger.
b
c
CYBORG: The unit is a flesh and blood being that has been
extensively augmented with mechanical or artificial parts.
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.
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.
28
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ORDER OF OPERATIONS
the
to
der.
in
ng
The
the
The
for
or
nt,
an
ies
ho
oa
er.
hs
The
ng,
nd
nd
of
The
r of
ng
ost
ust
on,
ial.
hat
res
for
e of
els
orn
bat
es.
ion
gle
os.
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
d. Acting Player
i. Active units tracker card is placed in idle
section
ii. Reset hand to 5 cards
3. ACTIVATION
a. Initial Movement
i. Resolve beginning of move effects
ii. Relic Knights determine esper expression
value
c. Follow-up Movement
i. Resolve beginning of move effects
ii. Relic Knights determine esper expression
value
iii. Make follow-up move
4. REFOCUS
a. Acting player draws 5 cards
b. Active unit gains 1 Held Esper
c. Refocus ends, proceed to 5.Clean-up
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
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.
8. ATTACK PREVENTION
a. If target is using Guard
i. target pays cost to initiate action
f. Resolve Recover
g. Proceed to 11.Resolve After Action Effects
h. If caused by target
i. Resolve Backlash
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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.
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
St
an
to
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.
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.
LI
un
ex
LI
an
Un
wh
us
KN
re
[E
Es
ge
Ini
LI
W
un
un
in
LO
it m
[E
Cl
th
th
to
M
on
m
in
[T
At
th
is
OV
aff
aw
ind
m
PI
by
am
If
of
re
PS
ps
re
wi
30
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nit
se
all
ad
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.
on
At
ns
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.
ed
ve
fer
per
th
ed
nt
as
ny
ain
ers
of
ed
ed
ay
en
on
ber
ire
se
dly
ed
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.
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.
THRUSTERS: Units with Thrusters gain Fly during their followup move.
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.
to
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