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TABLE

TABLEOF
TABLE OF CONTENTS
FOREWARD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 ACTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . 34-38 TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . 48-51

CON
INTRODUCTION TO #?<1/->398= M M M M M M M M M M M M M M M M M M M M M M M M 35 $/<<+38+=3-=M M M M M M M M M M M M M M M M M M M M M M M M 48

OFCONTENTS
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NTEN
MINIATURES GAMING . . . . . . . . . . . . . . . . . 4-5
->398$C:/= M M M M M M M M M M M M M M M M M M M M M M M M M 38 <95/8<9?8. M M M M M M M M M M M M M M M M M M M M M M M 50
RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6-23

CONTENTS
T TS
+7/6/7/8>=M M M M M M M M M M M M M M M M M M M M M M M6-7 KNIGHTS, CYPHERS, AND AVATARS . . . . . . 40 WINNING THE GAME . . . . . . . . . . . . . . . . . . . 52
/C98-/:>= M M M M M M M M M M M M M M M M M M M M M M 8-23 8312>=MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 40 &3->9<C 938>=M M M M M M M M M M M M M M M M M M M M M M M M 52
C:2/<= M M M M M M M M M M M M M M M M M M M M M M M M M M M M M 40 ,4/->3@/+<5/<= M M M M M M M M M M M M M M M M M M M M 52
GAME SETUP . . . . . . . . . . . . . . . . . . . . . . 26-30
@+>+<=M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M 40 ADVANCED TERRAIN RULES . . . . . . . . .54-57
+7/#3D/ M M M M M M M M M M M M M M M M M M M M M M M M M M M 26
"/-<?3>+.</ M M M M M M M M M M M M M M M M M M M M M \  SQUADS. . . . . . . . . . . . . . . . . . . . . . . . . . . 42-46 ADVANCED MISSIONS . . . . . . . . . . . . . . 58-59
3<=> 6+C/<+8.#/-98. 6+C/< M M M M M M M M M 28 "/-<?3>381M M M M M M M M M M M M M M M M M M M M M M M M M M M 42 3>-2/.+>>6/M M M M M M M M M M M M M M M M M M M M M M M M 58
</+>/+>>6/03/6. M M M M M M M M M M M M M M M M M M M M 29 92/=398 M M M M M M M M M M M M M M M M M M M M M M M M M M M M 43 ==+==38+>398M M M M M M M M M M M M M M M M M M M M M M M M 58
/:69C7/8>M M M M M M M M M M M M M M M M M M M M M M M M M M 30 /:69C7/8>M M M M M M M M M M M M M M M M M M M M M M M M M M 44 ?<./< 38,+66 M M M M M M M M M M M M M M M M M M M M M M M 58
9@/7/8>M M M M M M M M M M M M M M M M M M M M M M M M M M M 44 ?>00$2//+.MMMMMMMMMMMMMMMMMMMMMM 59
PLAYING THE GAME . . . . . . . . . . . . . . . . . 31-33
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6+-/3<=>977+8.$95/8M M M M M M M M M M M M M 31
$+<1/>381+#;?+. M M M M M M M M M M M M M M M M M M M M 45 #/-?</9-+>398M M M M M M M M M M M M M M M M M M M M M M 59
->3@+>398 M M M M M M M M M M M M M M M M M M M M M M M M M M M 32
::6C381+7+1/M M M M M M M M M M M M M M M M M M M M M 46
6+-/#/-98.977+8.$95/8 M M M M M M M M M 33 ABILITIES . . . . . . . . . . . . . . . . . . . . . . . . . 60-62
/+6381 M M M M M M M M M M M M M M M M M M M M M M M M M M M M M 46
6/+8\%:M M M M M M M M M M M M M M M M M M M M M M M M M M M M 33 INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
9@/< M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M M 46

CREDITS
RELIC KNIGHTS CREATED BY: ARTISTS: PAINTING: TERRAIN:
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©2018 Soda Pop Miniatures™ LLC, All Rights


Reserved. Published by Ninja Division Publishing™
LLC, Garden City, ID 83714. Relic Knights is a
trademarks of Soda Pop Miniatures™ LLC.
WWW.NINJADIVISION.COM Made in China
WWW.SODAPOPMINIATURES.COM First Printing

2
FOREWORD
INTRODUCTION TO

INTRODUCTION
MINIATURES GAMING
You hold in your hands the rules to Relic Miniatures games are not played on a board with
Knights, a miniature game of fast-paced spaces like more traditional games. Instead,
combat in the Last Galaxy. Miniature games they are played on a tabletop with specially
hold a special place in the gaming world, and made terrain. The terrain can be anything from
they can be a little daunting for people who are lush forests to ruined city scapes. This creates
new to them. However, they are also a deep and a beautiful and dynamic visual experience that
rewarding way to spend your hobby time, so is fitting for the miniatures that you lovingly
let’s explore what makes them so special. painted and assembled. It also adds another
element to the hobby, as creating tabletops
True to their name, miniature games use on which to play can be a part of the fun! Of
miniatures (or models) that each player builds course, you don’t have to be an expert diorama
and paints themselves. In this way, you can builder, either. The Relic Knights two player
create and customize your own cadre with starter comes with some terrain perfect for your
unique poses and paint schemes. Don’t fall into games, and many local game stores also provide
the trap of seeing painting and modeling as a space and terrain for you to use.
chore, part of the joy of miniature gaming is
creating something of your very own to put on In terms of game-play, miniature games are
the table. Assembling and painting miniatures generally more open and free-flowing than
is as much a part of the hobby as playing; there is more traditional games. Because there is no
nothing more satisfying than seeing something board, you determine how your models move
you built facing off against your opponent. using a tape measure. This may seem strange

FOREWORD
WORD
The funny thing about writing this forward for you, our fans, is that we are huge fans ourselves, and we are
every bit as excited by this new edition as you are. Relic Knights is drawn from decades of our own fandom of
film, video games, art, anime, and other pop culture influences. When making Relic Knights our passion runs
high. Our hearts leap into our chests with each searing blast of energy. We imagine all of the universe’s smells,
sounds, action, and drama in order to create a unique location to play games and tell stories. The Last Galaxy
is a living place we want to explore, inhabit, and fight for.

Our long-suffering friends and families have stood by and watched us make our whooshing, zap-zap, and
kamehamehaaa noises, amidst the rattle of brushes in paint-water late into the night as we explored our worlds.
After years of coming into its own, I am so proud to stand with my fellow teammates, artists, and friends to
present to you the next chapter in our ever-growing and evolving vision for Relic Knights.

So, rock out with your skin tight bodysuits, rocket boots, and oversized battle blades. Leap above the landscape to
fire heart-shaped laser beams from your esper-powered blaster. Blaze through the battlefield on your hoverbike,
while your cypher hugs tightly to your neck whispering the dark secrets of the universe in your ear. Start your
quest as a Knight and join us in the Last Galaxy to claim your rightful place in the pantheon of heroes!

John Cadice
Creative Director

3 4
INTRODUCTION
RULES
Before beginning the game, players agree on a game size, recruit their cadres, and determine
who is the First Player and who is the Second Player. The players then set up the battlefield with
terrain and alternate taking turns deploying units. After deployment, players draw a hand of

RULES - GAME ELEMENTS


five cards. Then the battle begins.

During the battle, each player takes turns activating units. During the active unit’s activation,
it is allowed to make an initial move, use an action, and then make a follow-up move. Play
continues until one player reaches enough victory points to win.

GAME ELEMENTS
Before launching into your Relic Knights game, there are several essential components you require
to play. This section covers the basic game elements you will be using.

OBJECTS
An object refers to any game element placed on the table. This includes models, terrain, and
markers. When a rule refers to objects, it refers to any and all game elements on the table.

to people new to these sorts of games, but it to offer. The models are gorgeous and highly MODELS
allows you to explore the entire board and use detailed, perfect for painting and evoking the Models are the miniatures used to play a game of Relic Knights. Models in your cadre are referred
the terrain to its fullest potential. Dive behind spirit of the characters they represent. The to as friendly models, while models in your opponent’s cadre are referred to as enemy models.
a ruined building for cover, push an enemy off setting of the Last Galaxy is full of action and
of a roof, or slam your opponents into jagged adventure, along with a plethora of different
rocks in order to inflict damage. The rules for worlds that allow you to build the terrain UNITS
miniature games are designed to give you a full of your tabletop however you like; whether Each model or group of models represented by a single unit card is called a unit. A unit
range of choices, and maximize the use of the you want to play in a forest, on one of Cerci’s composed of multiple models of any type is referred to as a squad. Units have a number of
environment your cadre finds itself in. speedways, or in a broken down mining camp, attributes that define their abilities, strengths, and weaknesses.
just about any terrain can visually fit into Relic CARD
When you put all of this together, you have a Knights. Finally, the rules create a fast and fun SLEEVES
game that is capable of weaving epic stories, experience that reward players who can fully There are several UNIT CARDS
and really capturing the flavor and tone of utilize the freedom of movement on the tabletop things you need to All units have a card that represents them. The front side, referred to as the tracker side, of the
the setting. The miniatures and terrain create that only a miniatures game can provide. keep track of during card is an area used to track the current health of the unit, as well as showing many attributes
an appealing visual experience while the free- the game using of the unit. The back side of the card, referred to as the reference side, is a reference area that
flowing nature of the rules allows players to be Miniatures gaming is an amazing hobby with your unit card: will list the actions available to the unit, as well as listing any keywords and traits that the unit
as creative as they want, playing out stories on many different aspects to enjoy, and Relic health, minion has. (See Unit Cards, page 8.)
the tabletop that they may tell for years to come. Knights captures everything great about them. identification, etc.
We recommend you
While assembling miniatures, using a tape
put clear plastic
measure, and gathering terrain may appear UPGRADES
card sleeves on your
a little daunting at first, it is your first step Upgrade cards are used to modify a unit’s actions or abilities, creating more options as you
unit cards. Then
into a world of fast-paced combat and visual build your cadre. Upgrade cards cost points and may only be taken by the unit listed on them.
you can use a dry
storytelling that has captured the imaginations (See Upgrades, page 11.)
or wet erase marker
of people around the globe. to track whatever
you need to without
Relic Knights has been specifically designed to damaging the card.
take full advantage of all a miniatures game has

5 6
KEY CONCEPTS
Relic Knights uses several key concepts throughout the game. These inform and shape how
the rest of the rules function.

RULES - GAME ELEMENTS


UNIT CARDS
Each unit is represented by a card. The following information is displayed on a unit card:

RULES - KEY CONCEPTS - UNIT CARDS


1. FACTION SYMBOL
This is the symbol that represents the faction the model belongs to. For more on factions, see below.

2. NAME
This is the unit’s name and how it is identified on the table.

3. FACTION
Most units belong to one of the many organizations and groups throughout the universe. A
unit’s faction shows its allegiance to one of these groups. Certain abilities, powers, and effects
may affect models of a specific faction differently than they affect models of other factions.

4. TYPE
Relic Knights uses several types of units.

• RELIC KNIGHT: Relic Knights are warriors and heroes. Gifted with powerful esper constructs
ESPER DECK called Relics and empowered by mystical creatures known as cyphers, Relic Knights are
The esper deck is a standardized deck of 42 cards representing the esper that units spend to among the most powerful individuals in the Last Galaxy.
take their actions. Each player requires one deck. (See Esper Deck, page 21.)
• AVATAR: Some heroes grow to a level of power rarely seen and become the living embodiment
of primal and arcane forces. Avatars can channel the power they represent at an exceptional
COMMAND TOKENS level and control it as though it were an extension of their own body. Along with Relic
Knights, Avatars are among the most powerful and dangerous entities known to exist.
Players use command tokens to activate their units. The size of the game will determine the
number of command tokens available to each player. (See Command Tokens, page 12.) • 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.
DASHBOARD • CYPHER: Enigmatic creatures born of pure esper, cyphers hold the keys to the mystery of the
Each player has an area near the battlefield called the dashboard. Your dashboard is where Darkspace Calamity that has engulfed the universe. Each cypher is bound to a single Relic
your unit cards and other reference materials are placed. Knight or Questing Knight.

• UNIQUE: Unique units encompass everything from brave individuals to rare constructs. A
TERRAIN player may only have one copy of any unique unit in their cadre.
The objects on the table that represent things like trees, buildings, hills, and other features of • MINION: Minions are more common than units that are Unique, but they are not necessarily
the battlefield are collectively referred to as terrain. (See Terrain, page 48.) less powerful. Minions come from the diverse panoply of noble warriors, trained soldiers,
cunning racers, and others that join the Knights or Avatars in their battles. A player may
have any number of copies of a Minion unit in their cadre.
MEASURING DEVICE
Players will often need to measure distances for movement, effects, and other reasons. • SQUAD: Squads are tightly knit units of multiple models that function together on the
During a game, players can take measurements at any time, for any reason. battlefield to devastating effect.

All measurements are given in inches ('').

To determine how far apart two objects are, measure the distance between the points on the
edge of each object’s base that is closest to the other object.

7 8
5. TRAITS
Traits are used to classify a unit and explain what kind of being it is. Traits can encompass a
CARD FRONT CARD BACK unit’s race, its specific military formation, or a general archetype it embodies. A unit’s traits
are used to determine how it is affected by certain effects and abilities; otherwise, they are
COST completely passive and provide no direct game effect.
2
1
6. COST
3 4 14 All units have a point cost that defines their relative power and rarity within their factions.
5 6 7 8 BASE
9 In general, units with a higher point cost are more powerful than units that cost fewer points.

RULES - KEY CONCEPTS - UNIT CARDS


RULES - KEY CONCEPTS - UNIT CARDS
When players recruit their cadre, the total cost of all their units is limited by the size of the
10 game being played. (See Game Setup, page 26.)

11 SIZE 7. BASE
15 Every model stands on a base. The base represents how much space a model occupies and helps
12 determine what the model can see. A model must be fastened to a base of the appropriate size.
All base sizes are listed in millimeters.

8. SIZE
Units have a size attribute of 0 or greater. A unit’s size is used when determining line of sight
and can affect how it interacts with objects and other units on the battlefield. (See Line of
SPEED Sight, page 16.)

13 9. SPEED
A unit’s speed indicates how quickly it moves around the battlefield. Units have two parts to
their speed: their initial move, and their follow-up move.
ARMOR
The first value is the initial move and defines the maximum distance a unit may move before
making an action during its activation.

2 The second value is the follow-up move and indicates the maximum distance a unit may move
1 after making an action during its activation. (See Free Movement, page 14.)
3 4 ESPER DRAW
14
5 6 7 8 10. ARMOR
9
A unit’s armor represents its resilience or protection from damage. Armor may reduce the amount
of damage a unit takes when it has been hit. (See Apply Damage, page 37.)
10
15
11. ESPER DRAW
11 Many units have the ability to generate esper. When a unit receives a command token you draw a
number of esper cards equal to this value. (See Place First Command Token, page 31.)

12. HEALTH
12 When a unit suffers damage, it gets closer to falling in battle. A unit’s health determines how
much damage it can take before being removed from play. When a unit’s health is reduced to
zero, it is removed from the game. Players use their unit cards to keep track of each unit’s health
as it is lost and healed throughout the game.

13. ABILITIES
Abilities are a unit’s inherent powers and talents that have an effect in the game. Unless
13 16 otherwise specified, abilities are always active. (See Abilities, page 60.)

9 10
14. SKILLS DRAW PILE
A unit’s effectiveness is determined by its skills. Skills fall into three categories based on the
type of ability: melee, ranged, and psychic. The draw pile holds your esper deck, face down.

Melee represents a unit’s ability in close combat with a wide assortment of swords, staves, fists,
claws, etc. Ranged represents a unit’s aptitude with firearms, bows, thrown weapons, and so on. MELEE DISCARD PILE
Finally, psychic represents attacks made by manipulating esper with the mind or complex rituals.
The discard pile is where spent and discarded esper cards are placed, face up.
Each skill has two values. The first value is the active skill. The second value is the passive skill.
(See Actions, page 34.)

RANGED
COMMAND TOKENS
15. ACTIONS When it is your turn, you use command tokens to activate or perform actions with your units.
All units have specific actions that they can take during their activation. The rules for these Each turn, you must place two command tokens on your units. When the first command token
actions, including the esper cost to activate them and their effects, are listed in the action’s is placed, complete that unit’s activation or actions before placing the second command token. A
description. (See Actions, page 34.) Some actions or single unit may not receive both command tokens in one turn; if you only have one unit in play,

RULES - KEY CONCEPTS - UNIT & UPGRADE CARDS


RULES - KEY CONCEPTS - DECK & COMMAND TOKENS
abilities may place only place one command token.
16. MINION IDENTIFICATION PSYCHIC a command token
When a unit receives a command token, if it did not already have a command token, then it
Use this space to write a number, letter, or other symbol to help you identify which card belongs on a unit. Units
completes its Esper Draw and performs a full activation. Esper Draw (see page 31) and Activation
to each minion unit. that gain command
(page 32) are explained in greater detail later in the rules.
tokens in this way
do not perform When a unit receives a command token, if it already had one or more command tokens, it
UPGRADES their Esper Draw, completes its Esper Draw and then may choose to either perform an initial move (see Free
activate, make Movement, page 14), or perform an action with the surge icon (it may not do both). (See
Upgrade cards are optional upgrades that a unit may take. A unit may only take an upgrade that hat
surge actions, or Surge Actions, page 35.)
lists the unit by name. Every upgrade will also list a cost, which must be paid from the points nts
make an initial
available when recruiting a cadre in order to take the upgrade. If a unit takes an upgrade, simply ply
move. Those effects During every Clean-up, if all of your command tokens are on the board, return them to
fy
slide the upgrade card under the unit’s stat card so that the text is still visible, in order to signify
only happen when your dashboard.
that the upgrade was selected. The unit gains any actions and abilities listed on the upgrade as
command tokens
if they were printed on the unit’s card. Some upgrades may cost zero points, in which case they ey When a unit with one or more command tokens is destroyed, leave the command token(s) on
are placed as part of
may be selected for free (this generally gives you options between two variants for the unit). the unit’s card, and return the token(s) to your dashboard during an appropriate Clean-up
a player’s turn.
phase, as described above.
1. UNIT NAME
This is the name of the unit that may take the upgrade. Only
the named unit may take this upgrade. Sometimes it may
FLIPS
1 be beneficial to Most actions are resolved with a flip. When a player makes a flip they turn over a number of
2. UPGRADE EFFECTS add a command cards from the top of their esper deck face up on the table in front of them as outlined by the
Any actions and/or abilities that the upgrade grants the unit token to a unit that game effect that is requiring the flip. Flipping is never optional; when a game effect directs you
are listed here. The unit may use these actions/abilities as if 2 already has one, to flip a number of cards, you must flip that number of cards (you cannot stop flipping halfway
they were printed on the unit’s card. even when another through, even if you see the result you wanted). Once an action that required the flip is resolved
unit is available discard all of the cards that were flipped.
that has no tokens.
3. COST Any single flipped card may only be used for either its primary or secondary esper type, not
This is the cost of attaching the upgrade to the unit when Usually this is not
3 both. (See Esper Deck, page 21.)
building your cadre. Some upgrades may have a cost of 0, these the most optimal
upgrades cost no points, but they will usually have some sort of choice, but some
restriction listed in the effects section. circumstances may
1 call for it!

11 12
MOVEMENT
Movement is a large part of Relic Knights. Models dart quickly across the battlefield as they confront their
enemies and activate their powers.

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 object’s base may move farther than the value indicated by the
source of the movement.

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.

RULES - KEY CONCEPTS - MOVEMENT


RULES - KEY CONCEPTS - MOVEMENT
When an object completes its movement, it is said to have stopped. Some effects 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. If an object falls due to forced movement, it stops moving immediately.

A rule that requires you to move an object will indicate the number of inches the object moves.

MOVING A MODEL

FORCED MOVEMENT
Forced movement occurs when an object is moved and its owner does not decide where it goes.
This includes objects moved by compel, overrun, pull, and push, unless the effect is caused by a
friendly unit, in which case the move is consider free movement as described below.

If the forced movement brings the object into contact with any object, the object stops moving
immediately. If the object being moved is a unit and it contacted terrain or a marker with a size
equal to or greater than its own, the unit suffers Damage 3. No damage is suffered if the unit
Bang-Bang is making an initial move. She has an initial move value
began the forced movement already in contact with the object.
of 5, so her move may not exceed 5”. During her move she changes
direction so she can maneuver around the building edge. An object subjected to forced movement can only move over open ground regardless of its size.
Forced movement may cause an object to fall off of elevated terrain and take damage. An object
that falls due to forced movement stops moving immediately. (See Terrain, page 48.)

CONTACT Models suffering damage as a result of forced movement may not use a defense action. (See
Many effects, actions, and rules apply to objects in contact with
th one Collateral Damage, page 38.)
another. An object is considered in contact with another objectbject if
errain,
its base is touching the object’s base. Some objects, such as terrain, FREE MOVEMENT
imeter
may not have a proper base. In these instances, use the perimeter Any movement an object makes that is not forced is called free movement. The most common
of the object as the base. free moves are an object’s initial and follow-up moves, using its speed. Additional free moves
include charges, feints, and push or pull effects that were generated by friendly models (push
A model is not in contact with itself. or pull effects generated by enemy models are forced movement).

MOVING THROUGH OBJECTS ENGAGED


When an object contacts another object (including another her A model becomes engaged with an enemy when a movement or placement ends that results
ect,
model) that is smaller in size, it may move through the object, with the model being within 2” and line of sight (See Line of Sight, page 16.) of an enemy. It
ough
effectively ignoring the object. An object cannot move through does not matter which model was moved or placed, so long as the result is that the two models
objects of equal or larger size unless it possesses speciall rules are within 2” and line of sight of each other. Line of sight must be able to be drawn mutually
stating otherwise. between the two models or they are not engaged. If the models are on separate elevations, they
still must be within 2” of each other to be considered engaged (simply measure diagonally in
A model may never stop on top of another model, although gh it
this case, and remember that measuring is done from the models’ bases).
may stop on top of other objects such as terrain or tokens.
Models may make melee attacks against units they are engaged with. Additionally, engaged
units may not make ranged attacks.

13 14
DISENGAGING LINE OF SIGHT
When a unit wishes to move out of being engaged with one or more enemy units, it is called
disengaging. A unit may not use its follow-up move to disengage. To disengage, the unit must flip Line of sight (LoS) is used to determine whether or not two models can see each other. A
three cards before moving. If the unit flips any esper matching any of the icons shown in its armor model must have line of sight to its target in order to attack it, unless it has a special rule
skill, then it may move out of being engaged. After flipping, you may also play cards from your saying otherwise. A model always has LoS to itself.
hand that match the moving unit’s armor type. If the disengaging unit doesn’t flip or play a card
of the appropriate type then it cannot move and must maintain its position. A unit that wishes to To determine if an object is in a model’s LoS, trace a series of imaginary straight lines from
disengage only makes a single flip, no matter how many units it is engaged with. the model’s base to its target’s base. If any of these lines can be drawn from the model to its
target without crossing over a blocking object, the model has line of sight to its target.
If a unit used its initial move to disengage during its activation, it must choose to skip either

RULES - KEY CONCEPTS - MOVEMENT


its action or its follow-up move that activation. Sometimes a unit is said to “automatically”

RULES - KEY CONCEPTS - LINE OF SIGHT


disengage. When a unit automatically disengages, it does not need to flip or play cards and may
move out of engagement without suffering any penalty to its actions or follow-up movement.
LINE OF SIGHT
At least one straight line can
Units automatically disengage if the only enemy models they were engaged with have no melee
be drawn between the models,
attacks printed on their card or upgrades which have been paid for, or if they were moving due
so they have Line of Sight to
to forced movement. Other forms of movement (such as specific actions) may note that they
each other.
allow a unit to automatically disengage.

SQUAD ENGAGEMENT
If at least one model from a squad is engaged with an enemy unit, then any moves the unengaged
models in the squad take must bring them into engagement with the unit (or as close to
engagement as possible in the case they do not have enough movement to reach engagement),
unless the squad successfully flips to disengage. If a squad is engaged with more than one
unit and it chooses to move then (unless it wishes to attempt to disengage) it must choose one
unit with which it is engaged and all movement must bring all models in the squad as close to
engaging the chosen unit as possible, this may cause the squad to automatically disengage from
the other unit(s) it had been engaged with.

BOARD EDGE
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.

PLACE
When an effect causes an object to be placed, put the object in the specified location. Objects must
be placed where there is enough room 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.

15 16
DRAWING LOS WHILE ON ELEVATED TERRAIN
Some terrain is considered elevated (see Elevation, page 49), generally this is any terrain that
has both a size value and that a unit may stand on. When either the model drawing LoS or the
target is on elevated terrain, apply the following rules:

• If a model is standing on elevated terrain, to determine its size, add its size to the size of the
terrain it is standing on (example: a size 2 model standing on size 4 terrain is considered
size 6 when drawing LoS).

• Elevated terrain that either model is currently standing on does not block LoS (it is not
considered an obscuring or blocking object).

RULES - KEY CONCEPTS - LINE OF SIGHT


RULES - KEY CONCEPTS - LINE OF SIGHT
• Any terrain with a size smaller than the terrain either unit is standing on is not considered
BLOCKING OBJECTS blocking, unless the unit on the lower elevation is within 3” of it.
Blocking objects block LoS. An object is blocking if the object’s size is equal to or greater than
either the model or the target.

If every line crosses a blocking object, the LoS is blocked.


LINE OF SIGHT - ELEVATED 1
Bang-Bang is trying to draw LoS to Tahariel.
SIZE 2
BLOCKING Tahariel is size 2 and she is standing on a size
4 building, giving her a total size of 6. Because
The rock is 2” tall so it is size
Tahariel has a total size greater than the 3”
2. Because it has a size equal
wall in Bang-Bang’s way, the wall is considered
or greater than at least one
obscuring instead of blocking and Bang-Bang may
of the models, it is a blocking
draw LoS through it. The building that Tahariel
object. Bang-Bang is unable to
is standing on does not block Bang-Bang’s LoS.
draw Line of Sight to Tahariel SIZE 4
Bang-Bang is able to draw LoS to Tahariel.
because there are no straight
lines that may be drawn 3”
between their bases that do not
pass through the rock. GREATER
SIZE 2 SIZE 2 SIZE 2
SIZE 2 ROCK THAN 3”

OBSCURING OBJECTS
Obscuring objects can provide cover (See Cover, Pg. 19) but do not block LoS. If an object is not
blocking then it is obscuring, so long as it has a size greater than 0 (size 0 objects are neither
blocking nor obscuring). LINE OF SIGHT - ELEVATED 2
SIZE 2
Bang-Bang is on the lower elevation and she is
OBSCURING within 3” of the wall, which means it can still
count as blocking. The wall has a size greater
The rock is size 1. Because its than at least one of the models (Bang-Bang) and
size is less than that of both therefore is blocking terrain. Bang-Bang does not
models, it is an obscuring have LoS to Tahariel because of the wall.
object. Line of Sight may be
drawn between the models,
over the rock. Tahariel would
SIZE 4
get cover in this situation. 3”
(See Cover, Pg. 19)

SIZE 2 LESS
SIZE 2 SIZE 1 ROCK SIZE 2 THAN 3”

17 18
LINE OF SIGHT - ELEVATED 3
Tahariel is size 2 and on a size 4 building, giving her a total of size
SIZE 2
6. Bang-Bang is size 2 and on a size 2 building, giving her a total of
size 4. Bang-Bang is attempting to draw LoS to Tahariel, which she is
easily able to do since both models have a greater size than the size 3
wall that lays between them.

RULES - KEY CONCEPTS - ESPER


SIZE 2
SIZE 4

RULES - KEY CONCEPTS - LINE OF SIGHT


3”
SIZE 2

COVER
If any line of sight line can be traced that crosses any blocking or obscuring object, the target has
cover. Units may not gain cover due to other units; however cover may be gained from terrain. ESPER
S AFFINITY
If a unit has cover against an attack (regardless of the type of attack), it gains an additional Esper is the primal energy that binds everything in the universe. It is everywhere, and it
armor 2 for the duration of the attack. (See Armor, page 60.) infuses everything. Some races harness esper through technology, others through meditation
and mysticism, while some tap into it on a purely instinctual level.

Esper manifests in six varieties: Creation, Law, Corruption, Entropy, Chaos, and Essence.
COVER Most units align with a single esper type, called their affinity. A unit’s affinity is represented
by the color of the faction icon on its tracker and reference cards.
The wall is size 3, greater
than the size of both units, Esper types interact with each other in predictable ways. The esper types to either side of
so it is blocking. Bang-Bang a unit’s affinity on the wheel are sympathetic, while the esper type directly opposite is in
is able to draw at least one opposition. Units with radiant and void affinities are not sympathetic with any esper type and
LoS line to Tahariel’s base are in opposition to each other.
without crossing the wall,
so she has LoS. However, at
least one LoS line between AFFINITY FACTION
Bang-Bang and Tahariel’s
bases is blocked by the wall, LAW SHATTERED SWORD
so Tahariel gains the benefits SIZE 2 SIZE 2
of cover.
CREATION CERCI SPEED CIRCUIT

SIZE 3 WALL PRISMATIC ESSENCE DOCTRINE

FACING CHAOS STAR NEBULA CORSAIRS


Though models may have a clear direction that they face, this has no effect during play.
All models can see in all directions at all times.
ENTROPY NOH EMPIRE

VOID CORRUPTION BLACK DIAMOND

19 20
ESPER DECK The two player
TOKENS
The esper deck is a deck of 42 cards representing the esper that units spend to take their actions. starter comes with Tokens are placed on the cards of your units to remind you of certain ongoing effects. The most
Each esper deck is standardized and may not be customized. Each player draws from their own a number of AoE common tokens are command tokens and power tokens, though a few others exist. If it makes
deck during the game. Drawing is never optional. Whenever a game effect requires that you markers for you to it easier for you to remember, tokens may be placed next to the model they are on as opposed
draw a specific number of cards, you must do so. Conversely, a player may never draw cards or use in your games to being placed on the model’s card. Tokens never block LoS or alter the battlefield in any way,
look through their deck unless allowed to by a game effect. of Relic Knights. they are simply reminders about the effects they represent.
These markers
Each player begins the game with five cards, called their hand. A player’s hand is secret and

RULES - KEY CONCEPTS - ESPER


are numbered so

RULES - KEY CONCEPTS - TOKENS


cards are only revealed when spent to pay the cost of an action, or if another effect forces a
that you can tell MARKERS
player to reveal the cards. During the game, actions and their effects may cause a player’s hand
one AoE marker Markers are placed on the table to indicate the location of effects, scenario items, and other
to increase or decrease in size.
from another. They important battlefield conditions. The most common markers are objective markers and AoE
Cards that are spent or discarded during the game are placed in the discard pile. When a standard also have different markers.
card is spent, only images on the front
The deck is made up of three types of cards: standard, void, and wild. one type of esper and back which you When a marker is created, place the marker on the battlefield to represent the effect. Like
may be used. can use to designate models, markers must be placed on a surface where they can physically sit unaided.
STANDARD whether a press
was used to modify Markers remain in play until the game ends or another condition causes them to be removed.
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. the AoE in any way
when it was placed. Markers are 30mm in diameter and have a size attribute of 0, unless stated otherwise.
When players spend cards to generate esper, they use either the card’s primary or secondary (See Presses, page 35.) Markers do not affect movement or LoS unless they have a height value greater than 0. For
type (they may not use both). The primary yields 2 esper of the indicated type, and the example, objective markers have a height value of 0 and, therefore, they do not block LoS.
secondary yields 1 esper of the indicated type.
Markers that you create are considered friendly markers, while markers your opponents create
VOID are considered enemy markers.
Void cards have no esper type and a value of 0 esper.

WILD AREA OF EFFECT


Wild cards have a value of 1 esper of any type chosen by the player. 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 marker anywhere on the battlefield so that it
DRAWING THROUGH YOUR DECK is within the unit’s LoS. AoE markers are height 0 and 30mm. AoE markers do not generally block
When there are no longer any cards in your esper deck, play stops immediately. Your discard LoS, but if a specific AoE marker has an effect that causes it to block LoS, the marker may not block
pile is shuffled and reset as the new deck. Whenever you shuffle your deck always present it to LoS to itself.
your opponent so that they have the opportunity to cut it. Play then continues. The effect that created the AoE will usually note a range, generally 3”, although different AoEs
may note different ranges. Units within the noted range (drawn from the AoE marker, not the
unit that created the marker) are affected by the AoE. The AoE marker itself is also considered
to be within the range. When measuring the distance from an AoE on a different elevation, the
AoE still only affects units within the listed range (simply measure diagonally in this case, and
remember that measuring is done from the model’s base).

AREA OF EFFECT
Bang-Bang has placed her
covering fire AoE. It affects
enemy units within 3”. Tahariel
and Mikhal are both within 3” 3”
the area and will suffer the
effects. The Dark Pinions are
not within the area and will not AOE
STANDARD VOID WILD TOKEN
suffer the effects.

21 22
The effect that created the AoE will list when a unit is affected by it (for example, many AoEs
will only affect a unit when it moves within range, others may always be active). If the effect of Actions that create
an AoE needs to be triggered (such as by a unit moving into the AoE) then a single unit may AoE tokens do not
only be affected by the same AoE marker once per turn (Example: if an AoE affects a unit that target a unit. They
ends a move within it and a unit ends its initial move within the AoE and is affected, it will not list a skill and need
be affected for ending its follow-up move within the AoE during the same turn). to be paid for as
normal, however
An AoE marker remains in play until one of the following conditions is met, at which point the
they do not follow the
marker is removed from the battlefield and all effects are lost:
normal restrictions

RULES - KEY CONCEPTS - TOKENS


for that skill. For
• The unit that created the AoE uses the same action again to place an AoE somewhere else example, an AoE
on the battlefield. action that uses the
• A unit chooses to discard the AoE during its activation by discarding cards. If a unit is within 3 melee skill may still
inches of an AoE marker, it may use its action and discard 2 cards in order to remove the marker. be placed anywhere
(A surge action may be used to remove an AoE marker.) Units may discard either friendly or in LoS, it is not
enemy AoE markers in this way. limited to being
placed within 2” of
Units that suffer damage as a result of an AoE consider that damage Collateral Damage. (See the active unit.
Collateral Damage, page 38.)

BUFFS AND DEBUFFS


Buffs are AoEs that only affect friendly models.

Debuffs are AoEs that only affect enemy models.

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 apply only to the specific model,
even if it is part of a squad with multiple models.

SHARING INFORMATION
Relic Knights is an open information game. You must make any and all information about your
cadre available to your opponent at any time during the game. This includes letting them read
your cards to gain a better understanding of your cadre’s actions and abilities. They should
always be able to easily see how much health your units currently have on their unit cards.

The only exception to this is each player’s hand and discard, which may only be seen by their
owners unless a game effect says otherwise.

RESOLVING RULES ISSUES


In a perfect world, no one could interpret the rules in multiple ways. Unfortunately, this is
not the case, and rules disagreements will occasionally arise. In these cases, first try to solve
the problem through discussion with your opponent.

If you absolutely cannot agree, have each player flip three cards, and add up the total
number of esper that matches their cadre’s affinity. The player with the highest total
chooses the interpretation to use. If both players have the same total, both players flip
another card until one player has a higher total.

Once the game is over, check the rulebook again to see if a resolution can be found. If not,
we encourage you to visit our rules forums at www.sodapopminiatures.com to ask your
question or see if it has been answered in the FAQ or errata.

23
GAME SETUP
Players will need to determine a few things before launching into a Relic Knights battle. This

RULES - GAME SETUP


section details how to select the game size, recruit your cadre, and deploy your units.

GAME SIZE
Adventuring in the Relic Knights universe is perilous. Knights rely upon trusted companions,
ruthless mercenaries, or faithful followers to see them through. Before players recruit their
cadres, they must first decide what game size they will play—a large game with many units or
a smaller game with only a few units for each player.

The game size determines how many points each player has to recruit their cadre, the number
of command tokens that each player gets, how many objectives each player deploys, the
maximum number of out-of-faction units allowed in each cadre, and how many victory points
players need to win the game.

We recommend that games of Relic Knights be played on a 3’ x 3’ board.

ENCOUNTER SKIRMISH CLASH


Points: 35 Points: 50 Points: 70
Command Tokens: 4 Command Tokens: 4 Command Tokens: 6
Objectives: 1 Primary, 1 Secondary Objectives: 1 Primary, 2 Secondary Objectives: 1 Primary, 2 Secondary
Victory Points: 4 Victory Points: 6 Victory Points: 9
Maximum Out-Of-Faction Units: 1 Maximum Out-Of-Faction Units: 2 Maximum Out-Of-Faction Units: 4

An Encounter represents a scrap, A Skirmish represents lightning A Clash represents fierce conflicts
ambush, or other small fight with a raids, surgical strikes, or soda- around key objectives between
Knight and their close companions. fueled brawls at the latest Cerci well-prepared forces acting on
Speed Circuit race. detailed plans.

An average game of Relic


Knights is a skirmish,
played at 50 points. We
recommend that you aim
to build up a force of this
size, since we find it the
best balance between
time commitment and
fun. However, encounters
are best for teaching new
players the game or when
you have just started
collecting and have fewer
models to choose from. A
clash is good fun when you
have a whole afternoon or
evening to spend gaming
with your friends.

26
RADIANT
Radiant units may be recruited by more than one faction. In addition to the Radiant faction, the
factions that may recruit Radiant units are: Shattered Sword, Cerci Speed Circuit, and Doctrine.

A cadre led by a Radiant Knight or Avatar is not restricted to units from a single faction and may

RULES - GAME SETUP


RULES - GAME SETUP
recruit any unit from the following factions: Shattered Sword, Cerci Speed Circuit, and Doctrine.

Keep in mind that the game size determines the maximum number of out-of-faction units that
may be hired. For example, Doctrine may hire Radiant units. If a standard skirmish (50 point)
game is being played, a Doctrine cadre may hire a maximum of two Radiant units. Likewise, a
Radiant cadre playing a standard skirmish (50 point) game may hire a maximum of two non-
Radiant units from Shattered Sword, Cerci Speed Circuit, and Doctrine.

VOID
Void units may be recruited by more than one faction. In addition to the Void faction, the factions
that may recruit Void units are: Black Diamond, Noh Empire , and the Star Nebula Corsairs.

A cadre led by a Void Knight or Avatar is not restricted to units from a single faction and
may recruit any unit from the following factions: Black Diamond, Noh Empire, and the Star
Nebula Corsairs.

Keep in mind that the game size determines the maximum number of out-of-faction units that
may be hired. For example, Noh Empire may hire Void units. If a standard skirmish (50 point)
RECRUIT CADRE game is being played, a Noh Empire cadre may hire a maximum of two Void units. Likewise, a
Void cadre playing a standard skirmish (50 point) game may hire a maximum of two non-Void
Your cadre is the group of models you bring to the game. Players spend points to recruit units units from Black Diamond, Noh Empire, and the Star Nebula Corsairs.
for their cadre.

Each unit has a cost listed on their card that determines how many points must be spent to OBJECTIVE MARKERS
recruit the unit. Each player will always have a number of objective markers as part of their cadre as outlined by
the game size. You must defend your objectives while threatening your opponent’s objectives
Squads have two costs listed. The first is how many points you must spend to recruit the squad to achieve victory. Objectives cost no points. (See Objective Markers, page 52.)
at its minimum size. The second is the cost to increase the number of models in the squad by
one, up to the squad’s maximum size.
CUSTOM
The total cost of all the units in your cadre may never exceed the points allowed for the chosen OBJECTIVES
FIRST PLAYER AND SECOND PLAYER
game size for any reason. Once your cadres have been recruited, each player shuffles their deck and flips three cards.
Modeling custom Each player adds up the total amount of esper that matches their cadre’s affinity. For Void
objectives to fit or Radiant affinity cadres choose one of their 3 affinities before flipping. If both players have
CHOOSE A LEADER the theme of your
Players must recruit exactly one Questing Knight, Relic Knight, or Avatar to be the leader of the the same total, both players flip again until one player has a higher total. The player with the
faction is a great highest total may choose to be the First Player or the Second Player.
cadre. A Cadre may not have more than one Questing Knight, Relic Knight, or Avatar (i.e. if a
way to add style
Cadre has a Questing Knight, it may not also have a Relic Knight, Avatar, or second Questing The First Player deploys first and activates first.
and personality
Knight). All units recruited for the cadre must be the same faction as the leader, unless they are
to your cadre.
Radiant or Void (see the following page). The Second Player deploys second and activates second.
Just make sure
You may not have two uniques that share the same unique designation in your cadre. (See the objective has
Example: Calico Kate and Princess Malya are squaring off in a battle. Both players shuffle their
Unique, page 62.) the proper 50mm
deck and flip three cards. Kate’s player flips a total of two Chaos (Kate’s affinity), while Malya’s
base. While custom
player flips no Creation. Kate’s player may choose to be the First Player or Second Player.
objectives may end
CYPHERS up being taller than
Each Knight comes with the cypher specified on their unit card. The cypher is a member of the
regular objectives,
cadre but costs no points; its value has already been figured into the cost of the Knight.
they still follow all
In some instances, two Cyphers with the same name exist. If this is the case, you may choose of the same rules
any Cypher of that name. (they are still Size
0, etc.).
MINION
A player may include any number of minion units of the same name in their cadre.

27 28
The broken ruins of an ancient esper Volcanic forces have produced tall
temple, overgrown with crystals terrain elements to block line of
now dot the landscape, telling a sight and force movement
story of ancient glories. and strategic deployment for

RULES - GAME SETUP


RULES - GAME SETUP
games.

en
This alien Constructing
and watery tterrain
ter
r
world presents elements on
difficult ground modular platforms
on the lowest levels, allows for maximum
holding the high ground will flexibility when setting up
be important. new games and introducing
new and exciting objectives and
environments.

CREATE BATTLEFIELD
Players first designate an area of the table (or other flat surface) as the battlefield. Players then
place terrain on the battlefield.
DEPLOYMENT
Players take turns placing objectives and units on the battlefield until every model from both sides has
The battlefield should be built with input from both players to create an environment that been deployed. The First Player places the first marker or unit in each deployment step.
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. 1 - DEPLOY OBJECTIVES
Players take turns placing objective markers until each of them have placed all of their objectives. Objective
Relic Knights plays best on a battlefield with lots of terrain, including plenty of height to block markers may not be placed within 9” of another objective marker, friendly or enemy. Every objective marker
LoS. A good estimate is to have 2 - 3 pieces of terrain for each square foot of playable space on must be placed in an area where a model with a 30mm base could be placed in contact with any point on the
your tabletop. At least half of it should block LoS to size 2 and 3 units. Several bigger pieces for objective marker’s edge. For example, if an objective marker is pressed up against a wall, this is an illegal
larger models to hide behind ensures these centerpiece units don’t get unduly targeted. Be sure to placement because a model with a 30mm base could not come into contact with the edge of the objective that
leave enough space that all objectives may be placed, see Deploy Objectives on the following page. is in contact with the wall.

2 - DEPLOY UNITS
BUILD A WORLD Players take turns placing units anywhere on the table until all units have been deployed. The only
The battlefield is an ideal place to bring the Relic Knights universe to life. Well themed restriction to where units may be deployed is that units may not be placed within 9” of an enemy unit or
battlefields built around the scenarios, factions, or locations help to enrich the enemy objective marker.
atmosphere of the game and deepen the enjoyment for everyone.
3 - DRAW FIRST HAND
Both players shuffle their esper decks and draw their five-card hand. After drawing their first hand, starting with
the First Player, each player has the option of discarding any number of cards from their hand, and re-drawing
back to five cards.

29 30
ACTIVATION
PLAYING THE GAME A unit’s activation consists of five phases, taken in this order: begin activation, initial
movement, action, follow-up movement, and end activation.
With the battlefield set and the cadres deployed, the mayhem can begin. Beginning with the
First Player, players alternate taking turns, placing two command tokens each in order to use
their units. This section details how each player’s turn functions, including making moves and
BEGIN ACTIVATION
Any abilities or effects that trigger due to the start of the unit’s activation happen now. These

RULES - PLAYING THE GAME


RULES - PLAYING THE GAME
taking actions.
effects happen in the following order:
Experienced
A turn consists of two phases: activation and clean-up. The player who is taking their turn is
gamers may notice 1. Apply any effects that heal the unit.
called the active player. All other players are called the passive player(s).
that there are no
2. Apply any effects that damage the unit.
When it is your turn, you will have the opportunity to place two command tokens in order to traditional rounds
activate your units. in Relic Knights. 3. Apply all other effects in an order of the unit’s controller’s choosing.

INITIAL MOVEMENT
PLACE FIRST COMMAND TOKEN There are many During its initial movement, the unit may move up to a number of inches equal to the first
Select a unit and place a command token on it. Immediately draw cards equal to the unit’s effects in Relic value of its speed. Once a unit stops, its initial movement ends.
Esper Draw value. A unit increases its Esper Draw value by the number of power tokens on it. Knights that
(See Power Tokens, page 33.) If the unit had no command tokens before this token was placed, happen when a PERFORM ACTION
the unit performs a full activation after drawing cards due to the unit’s Esper Draw. If the unit unit activates (or Units may take only one action during their activation.
had one or more command tokens before this token was placed, then the unit may choose to finishes activating).
COMMAND These effects are Choose an action on the unit’s card. Flip cards to determine if the action is successful, if it is,
either take an initial movement or perform a surge action (not both) after drawing cards
TOKENS only triggered by
due to the unit’s Esper Draw. then resolve its effects. (See Actions, page 34.)
a full activation,
not by placing a The player may choose to take no action with a unit.
command token
when the unit FOLLOW-UP MOVEMENT
already had one. During its follow-up movement, the unit may move up to a number of inches equal to the second
value of its speed. Once the unit stops, its follow-up movement ends.

The unit’s activation now ends.

END ACTIVATION
First, discard any power tokens the unit has remaining. Then, any abilities or effects that trigger
due to the end of the unit’s activation happen now, in an order chosen by the unit’s controller.

31 32
RULES - ACTIONS
ACTIONS
When units attempt to destroy or otherwise affect one another or the battlefield, they take
actions. This section details how to take an action, including how to make attack and defense
actions and how to apply any resulting damage.

RULES - PLAYING THE GAME


To take an action, a player must generate the action’s cost by using any combination of cards
flipped for the action and the cards in their hand.

Actions have the following components:

PLACE SECOND COMMAND TOKEN 2 3


Select a unit and place a command token on it. If you have only a single unit in play, skip this
step and only one command token is placed this turn. Once the command token is placed, ed, 1 4
follow the usual rules for placing a command token. 5 4

CLEAN-UP 2 3
Once the player has finished placing command tokens and activating their units, they begin
gin 1 4
the turn’s Clean-up.
5 4
e.
If the active player has more than five cards in their hand, they must discard down to five.
5 4
Then, if all of any player’s command tokens are on the board, follow these steps in order:

en
• Place a single power token on each of the player’s units that do not have a command token
(this may cause a unit to have multiple power tokens).

rd.
• Remove all command tokens from the player’s units and return them to the player’s dashboard. 1 - TYPE
Actions fall into a number of categories that determine how to resolve them. Every action has one
of the following types: melee, ranged, psychic, and defensive. (See Performing An Action, page 36.)
POWER TOKENS
Esper is pervasive in the Last Galaxy, but drawing upon its power may take time. It is 2 - COST
not uncommon for a lone hero to stand in the back of a battlefield, glowing ominously The cost of an action is represented by a type and number of esper that must be spent to take
and screaming, before unleashing a devastating attack. the action.

During a player’s clean-up phase, if all of that player’s command tokens are on units, then When you are attempting to pay the cost of an action, flip a number of cards from the top of your
every unit without a command token will gain a power token. Units increase their Esper Draw deck equal to the unit’s skill that corresponds with the action’s type. For example, if the action
value by one for every power token on them. A unit discards all of its power tokens when it being attempted is a action flip a number of cards equal to the unit’s active skill.
POWER
finishes an activation, during its End Activation step. Power tokens may also be placed by TOKENS
certain actions or abilities, such as the Power [X] ability. (See Power [X], page 62.) Players use the esper cards flipped and/or from their hand to pay for the action. If the player
wishes to pay for any of the action’s presses, then the cost of those presses is paid from the same
pool at the same time.

FORFEITING When an esper card is spent to pay for an action or press put it into your discard pile.
An active unit may voluntarily forfeit its movement or action. Additionally, some
After the action is resolved place all unspent cards flipped for the action into your discard pile.
effects can cause a unit to forfeit its movement or action. If a movement or action is
forfeited, the phase is still considered to have occurred. Resolve any effects that trigger
during the phase as normal. 3 - NAME
This is what the action is called.
If an effect causes a unit to lose or forfeit its movement or action, it may perform the
other phases as normal.

33 34
4 - ACTION EFFECTS PERFORMING AN ACTION
This area details all effects that occur as a result of taking the action, and it may also list any
restrictions to what may be targeted by the action. Most actions must target an enemy unit, but All actions, except defense actions, follow a set order of operations, outlined below. Defense

RULES - ACTIONS
RULES - ACTIONS
there are some exceptions. Defense actions do not target a unit, and instead happen in reaction actions may only be taken in reaction to attacks.
to being attacked. AoE (Area of Effect) actions do not target a unit, and instead place an AoE
marker within the active unit’s LoS. Other actions may not need to target a unit, if they do not, WHAT DO 1 - DETERMINE A TARGET
they will say so in the action effects section. ADDITIONAL YOU MEAN Unless stated otherwise, all actions must target an enemy unit. Some actions, such as Support
ACTIONS MY GUNS actions, may target friendly or enemy units. (See Support, page 62.) Any action that targets an
5- PRESSES enemy unit is referred to as an attack action. To initiate an attack action, a unit must have a
Sometimes an DON’T HAVE A legal target. Unless stated otherwise, a target must be within the active unit’s LoS.
Many actions allow you to press the action for greater effect. All presses include a cost and an action may be taken RANGE?!?
effect. If an action includes multiple presses, you may use each press during the action. You twice, or may cause Actions do not have a minimum or maximum range.
cannot use the same press more than once in a given action. Projectile weapons
a different action
in the Relic Knights (AoE actions do not require a target and will skip this step, as will any action that notes it does
to be taken. In this
Pay the cost of each press chosen while paying for initiating an action. If the action’s cost wasn’t universe have not need a target.)
case, the additional
paid, then no presses can be chosen. great range and
action is entirely
accuracy. They are
Presses modify the action as specified by the press’s description. separate from 2 - FLIP CARDS
not confined by
the action which The active player flips a number of cards equal to the acting unit’s active skill that corresponds
the close-quarters
generated it. The with the action’s type. (See Flips, page 12.)
battles you will be
SURGE ACTIONS new action may
fighting.
Normally, an action may only be taken when a unit activates. Actions with the icon may be have a different
taken even if a unit does not take a full activation. When a unit that already has one or more target and it must
3 - PAY COSTS
Total the esper cost of the action and all of its presses that the active player wishes to play. Then
command tokens receives another command token, it performs its Esper Draw and then may be paid for as
the active player pays this amount of esper by discarding cards from their hand and the cards
choose to either take an initial move or take an action with a icon. Actions with the icon normal.
that were flipped in the previous step. Once all costs are paid, all unused flipped cards are
may also be taken during the unit’s activation as normal. discarded. If the cost of the action cannot be paid, the action ends immediately and no other
steps are followed.

4 - DEFENSE
If the target is an enemy, the target may take a defense action (a unit may not take a defense
action when it is targeted by a friendly model). If no defense action may be taken (or the target’s
controller simply chooses not to take one), skip this step.

If the target attempts to take a defense action, the passive player flips a number of cards
equal to the defending unit’s passive skill that corresponds with the attack’s action type. (See
Flips, page 12.)

Total the esper cost of the defense action and all of its presses that the passive player wishes to
play. Then the passive player pays this amount of esper by discarding cards from their hand
and the cards that they flipped. Once costs are paid all unused flipped cards are discarded.

After paying the costs of a defense action, resolve its effects. The defense action’s effects will last
until the end of step 8, Resolve Passive Player’s After Action Effects. This means that anything
gained from the defense action (such as shielding) will be applied to any damage the target may
take during the attacker’s after action effects (such as collateral damage due to being pushed
off a cliff).

A target may only use a single defense action for each action targeting them.

5 - RESOLVE “HIT” EFFECTS


The target is hit. The active player now resolves any effects that trigger on hitting the target in
the order of their choice (e.g. charge).

There are various effects listed starting on page 60 which may be applied as a part of an action.
Any effects of the action which list (Hit) after their name happen now.

35 36
6 - APPLY DAMAGE ACTION TYPES
Applying damage breaks into three steps: determining total damage, determining total armor,
and applying any remaining damage and its effects to the target. If the action does not include a ATTACK ACTIONS

RULES - ACTIONS
RULES - ACTIONS
damage value in its initial effects or presses, skip this step. MELEE ATTACK: A melee attack is a close combat attack action that can only be made against
To determine the total damage, add any damage caused by the attack, including presses, and an enemy target within 2” and LoS of the active unit.
any other effects affecting the active unit that increase or reduce damage. Abilities that modify
RANGED ATTACK: A ranged attack can only be made against an enemy target in the active
damage values have no effect on an action that does not include a damage value in its initial
MELEE unit’s LoS. Models engaged with an enemy cannot make ranged attacks of any kind.
effects or presses.
ATTACK PSYCHIC ATTACK: A psychic attack can only be made against an enemy target in the active
To determine the target’s total armor (if any), add any inherent armor from the target’s unit
card, any armor granted by a defense action it used, and any other effects the unit is subject to unit’s LoS. Engagement does not affect psychic attacks.
that increase or reduce armor.
COLLATERAL DAMAGE
The passive player flips cards equal to the defender’s armor. Total the amount of esper Sometimes a unit suffers damage that does not directly result from an action which targeted the
flipped that matches the esper icon/icons shown next to the unit’s armor. Subtract this total unit. Any damage a unit suffers that is not the direct result of an action targeting it is collateral
from the total damage. This is the final damage inflicted by the attack. damage. Some examples of collateral damage are:
Reduce the target’s health by the final damage. Record the damage on the unit’s card by • Contacting objects due to forced movement.
marking one damage square for each point of damage inflicted. If this reduces a unit’s RANGED • Falling
health to zero, remove the unit from play. ATTACK
• Area of Effects
If the final damage is 0 or less, then the attack has inflicted no damage.
• Abilities
• Actions which did not target the unit
ORDER OF OPERATION • Burning
In the instance that multiple modifiers would be applied to a number and their
The only difference between collateral damage and damage suffered during an action targeting
order matters, follow the normal mathematical order of operations (multiplication,
the unit is that units may not use defense actions in response to suffering collateral damage.
division, addition, then subtraction). For example, if a unit benefits from both Guard
However, they may benefit from their armor as well as things such as shielding or guard, if the
(halving its damage) and Shielding (which subtracts damage) apply the effects of PSYCHIC unit has access to them.
Guard before the effects of Shielding.
ATTACK
Remember that units which end a forced move due to contacting an object (other than another
unit) with a size equal to or greater than the unit, suffer 3 collateral damage. (See Forced
7 - RESOLVE ACTIVE PLAYER’S AFTER ACTION EFFECTS Movement, page 14.)
The active player resolves any after action effects in the order of their choice (push, feint, etc.). When a unit suffers collateral damage, determine the total damage, total armor, and final
There are various effects listed starting on page 60 which may be applied as a part of an action. damage as described in Apply Damage.
Any effects of the action which list (After Action) after their name happen now.

8 - RESOLVE PASSIVE PLAYER’S AFTER ACTION EFFECTS


The passive player resolves any after action effects in the order of their choice (push, feint, etc.).
If the action was not an attack, ignore this step.

There are various effects listed starting on page 60 which may be applied as a part of a defense
action. Any effects of the defense action which list (After Action) after their name happen now.

CONDITIONAL BONUSES
Some actions gain a bonus or some other effect depending on whether certain
conditions are met. Those conditions are always checked when the action is declared
and before any costs are paid. For example, an action that gains bonus damage
depending on the number of cards in your hand always calculates the bonus damage
before the action is paid for.

37 38
KNIGHTS,
CYPHERS,
AND AVATARS
Questing Knights, Relic Knights, and Avatars are the epic protagonists of the Relic Knights
game. The universe revolves around these proud warriors.

RULES - KNIGHTS, CYPHERS, AND AVATARS


Questing Knights have only recently bonded with their cypher. They have just begun to master
their powers and hope to prove themselves worthy of gaining a Relic.

Relic Knights have proven their worth to their cypher and received the awesome might of a Relic.
These deadly constructs raise the Knight’s already formidable powers to undreamed of levels.

Cyphers are the key to a Knight’s immense power. They are reflections of their Knight’s psyche
manifested in pure esper. Cyphers bond to their chosen Knight and give them access to the
untold powers of the universe. The cyphers also eventually gift their Knight with the ancient
constructs known as Relics.

While Avatars don’t have a Relic or a Cypher, their connection to the forces they represent
makes them as powerful and influential as any Relic Knight.

KNIGHTS
Every Knight has a Cypher that will always accompany them to the battlefield. This Cypher
is listed in the Cypher [designation] ability. Most Knights also have an ability that will affect
their entire cadre allowing them to shape and lead the battle, these abilities are called Cadre
Abilities, see Pg. 60.

CYPHER [NAME]
All Knights are accompanied by a cypher. When a Knight is recruited, their cypher is
automatically recruited as part of the same cadre. Choose any Cypher with the name designated
in this ability to join your knight.

CYPHERS
Cyphers accompany their Knights to the battlefield. Cyphers cost no points to recruit.

AVATARS
Like Knights, most Avatars have a Cadre Ability allowing them to shape and lead the battle.

40
RULES - SQUADS
SQUADS
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 that they are forced to
battle. To help ensure success (and survival), they band together in squads and hope that the
many can overcome the few.

Squads have several rules that govern how they function on the battlefield. This section covers
how to recruit and use these potent units.

RULES - KNIGHTS, CYPHERS, AND AVATARS


RECRUITING
Squads are groups of models that function as a single unit. They use a single unit card to
represent the entire squad, and every model shares a single set of attributes and skills. When a
squad receives a command token, the entire squad activates.

A squad’s point cost is listed with two values, X(+X). The first number is the base cost 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 squad’s maximum size.

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

Example: A squad has a point cost of 5(+1) and are Squad 3(5). A player thus pays 5 points to
recruit the minimum squad of three models. The player may then pay 1 additional point per
model to increase the number of models in the squad up to its maximum of five.

42
41
COHESION DEPLOYMENT
All models in the squad must form a single unbroken chain where each model is within 3” of A squad must always be deployed in cohesion.

RULES - SQUADS
RULES - SQUADS
at least one other model in its squad. This is called cohesion.

BROKEN MOVEMENT
During the game, effects like forced movement or destroyed models can cause a squad to lose Every model in the unit can move as part of the squad’s initial and follow-up movement.
cohesion. A squad that is no longer in cohesion is broken. (See Broken Cohesion)
Each model uses the Speed attribute listed on the squad’s card for its individual movement.
A broken squad must use any free move it makes to attempt to move back into cohesion by the Each model must complete its movement before another model in the squad moves.
shortest route possible. Broken squads may not take attack or support actions, but they may
still take defensive actions. Squads that begin a free move in cohesion must end the move in cohesion. An individual
model may move out of cohesion during a move so long as the squad is in cohesion once all of
SQUADS AND ELEVATED TERRAIN its models have moved.
When a squad interacts with elevated terrain, cohesion is determined from base-to-base as
normal, and cohesion is measured diagonally where necessary. FREE MOVEMENT
If an effect grants free movement to a squad, all models in the squad may move.

COHESION CHAIN COHESION MOVING SQUADS


The movement for each model in a squad is performed as described in the movement
All the models are within 3” of another model in The models are within 3” of another model in the section. (See Movement, page 13.) Since the squad must end its movement in cohesion,
the squad. The squad is in cohesion. squad. The squad is in cohesion. make sure to plan out your movement before you start.

3” 3”
ACTIONS
Each squad may only take one action no matter how many models it includes.
3” When a squad initiates its action, designate one model in the squad as the acting member.
3” The acting member is the source of the action. Resolve all effects of the action using the acting
member for reference. Models in a squad do not block LoS to or from other models in the squad.

3” Some actions can only be taken when a specific model in the squad is selected as the acting
member. When that is the case, it is listed on the squad’s unit card.

ACTING MEMBER
BROKEN COHESION COHESION WITH ELEVATION
The Dark Pinions are
The models are more than 3” from other models in The models are on different elevations but they are attacking Bang-Bang,
the squad. The squad cohesion is broken. still within 3”. The squad is in cohesion. and the Dark Pinion in
the open is selected as the
acting model. It does not
matter that the other Dark
Pinions do not have LoS,
although they will not get
to add their coordinated
3” attack. (See Coordinated
3”
Attack Pg. 61)
3”

43 44
APPLYING DAMAGE
A squad’s health is represented on its card by multiple health tracks. Each track represents the

RULES - SQUADS
RULES - SQUADS
health of a single, non-specific model. The squad only uses a number of health tracks equal to
the number of models currently in the squad—ignore any excess health tracks.

After determining an effect’s total damage, the squad determines their total armor. Determine
a squad’s total armor for the unit as a whole, not per model.

The squad flips for its armor as normal.

Determine the number of models that may be affected by the damage. This is the number of
health tracks that may be damaged.

Record the damage taken on the squad’s tracker card beginning with any previously damaged
We find it helpful
health track. When a health track is completely filled, apply any remaining damage to the next
to fill in any
health track until all damage has been applied.
health tracks that
we aren’t using If a unit takes enough damage that all of the models that may be affected by the damage are
before deployment. destroyed and any damage remains unassigned, then the excess is ignored and does not carry
This helps clarify over to any additional models in the unit.
OTHER exactly how much
TARGETING A SQUAD health the squad
An active unit may target a squad so long as it can see at least one model in the squad. Designate EFFECTS actually has.
REMOVING CASUALTIES
one model in the squad as the target of the action for the purposes of resolving effects. Effects that target For each health track that is filled, the controlling player chooses a model that is in the squad
the entire squad and may be affected by the damage and removes it from play.
as a single unit
RANGED AND PSYCHIC ATTACKS affect the entire A squad is destroyed once all its models are removed from play.
When performing a ranged or psychic attack, only models in the active unit’s LoS may be
squad and are only
affected by the attack.
applied once (e.g.
Some units have ranged or psychic attacks that don’t require LoS. In this case, all models in the healing, buffs, or HEALING
squad may be affected by the attack. debuffs). When a squad is affected by a healing effect (e.g. Heal), health tracks that have been completely
filled in may not be healed.
MELEE ATTACKS
When performing a melee attack, only models engaged with the attacking unit may be affected
by the attack. COVER
If at least half of the models (rounded up) that can be affected by the attack have cover, then the
SQUADS AND FORCED MOVEMENT entire squad is considered to have cover. Models that cannot be affected by the attack do not
If a squad is subject to forced movement, determine the target as normal, all models in the factor in when determining cover.
active unit’s LoS will be moved.

Only models that are moved by forced movement can suffer damage resulting from it.

A squad suffers collateral damage as a single unit. In other words, it only suffers the collateral
damage a single time no matter how many models in the squad could be affected. For example, if
any model in a squad stops a forced movement due to contacting terrain or a marker with a size
equal to or greater than the squad, then the squad will suffer 3 collateral damage, as normal. The
squad will not suffer any additional collateral damage for additional models running into the
terrain or marker during the same forced movement. (See Collateral Damage, page 38.)

AoE forced movement effects only affect squad models in the area.

SQUADS AND AREA OF EFFECTS


Whenever any model from a squad is affected by an AoE, the entire unit is affected.

Only apply the effects of an AoE once, regardless of the number of models from the squad that
are in the AoE.

45 46
RULES - TERRAIN
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, terrain pieces are passive
objects that do not move or directly interact with other objects.

TERRAIN BASICS
Before play begins, all players must agree on the size of each terrain piece. A terrain piece’s size
determines if it blocks LoS and how difficult it is for models to move over it.

To determine a piece of terrain’s size, you can use the rough guide of 1” in height equals 1 point in
size. This is not a hard and fast rule, though. Go through each piece of terrain on the table with your
opponent before the game to determine its size.

Different parts of terrain can possess different sizes. Things like building walls will have a
different size than the floor of the building. Certain pieces of terrain may be large and complex,
in these instances, it may be best to designate different portions of the terrain as separate
pieces for rules purposes, even if they are all physically attached. This can be helpful when
using ruined buildings, elaborate dioramas that include lots of attached but varied scenery, or
even when dealing with a piece of terrain that has multiple walls of the same size. Talk to your
opponent before the game about which, if any, complex pieces need to be defined as separate
terrain elements for rules purposes.

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

48
FALLING
If a unit is subject to a forced move that causes it to fall from an elevation that it would normally
have to climb or scale, it suffers falling damage. Units with Fly do not suffer falling damage.

RULES - TERRAIN
RULES - TERRAIN
If a unit falls from terrain with a size equal to or greater than the unit’s size, it suffers Damage 2.

If a unit falls from terrain with a size greater than twice the unit’s size, it suffers Damage 4.

A unit never suffers damage when falling from a piece of terrain that it would not have to
climb or scale.

A model may not voluntarily cause itself to fall using free movement.

LINE OF SIGHT
When determining line of sight to or from a model on elevated terrain, add the size of the
terrain to the model’s size.

Example: A size 2 model standing on a size 3 piece of elevated terrain is considered size 5 for
purposes of line of sight.

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

When a unit contacts terrain with a smaller size than the unit, treat any change in elevation as
open ground, ignoring the vertical distance moved.
BROKEN GROUND
When a unit contacts terrain of an equal or greater size, the unit cannot ignore the vertical Broken ground represents terrain that slows or otherwise restricts movement. Broken ground
distance moved. In these cases, a model must either climb or scale the piece of terrain. can include water features, treacherous ruins, or even simply cautious movement through a
minefield.
CLIMB Units ending their initial move in broken ground cannot make a follow-up movement.
To climb, a model must count the vertical distance moved (up or down) in addition to any
horizontal movement. The final, total distance moved cannot exceed the unit’s speed skill.

A model cannot climb a piece of terrain if it does not have enough movement to reach a flat
surface where it can physically sit, unaided.

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.

SCALE The units in


When a unit contacts terrain, it may scale the terrain. To scale a piece of terrain, the unit must Relic Knights are
be in contact with the terrain at the end of its initial move. epic individuals
equipped with
The unit then spends both its action and its follow-up move to scale the terrain. Place the unit
all manner of
in contact with the edge at the top (or bottom if scaling down) of the piece of terrain, regardless
thrusters, rockets,
of its height. The unit may not move horizontally when scaling other than what is necessary to
super strength,
place the unit’s base(s) on the edge of the terrain.
esper infused
If the scaling unit cannot be placed in contact with the edge at the top (or bottom) of the abilities, or 50 feet
terrain due to the placement of an enemy unit, that enemy unit suffers Push 3 before the of good strong rope.
scaling unit is placed. This allows them
to easily ignore or
In order for a squad to scale a piece of terrain, at least one model must be in contact with the ascend surfaces
terrain. All other models in the squad must be within 3” of the terrain. All models must be able lesser mortals
to be placed at the top (or bottom), in cohesion. could not.

49 50
EXAMPLES
This section includes a small sample of terrain to provide ideas to build your battlefield.

RULES - TERRAIN
WINNING THE GAME
As mentioned earlier, Relic Knights doesn’t have traditional “rounds” and isn’t played to a time
WALL limit. Instead, once a player has accumulated enough victory points, or VP, they immediately
Size: 1-3 win the game. The number of VP that a player needs to win depends on the size of the game:

RULES - WINNING THE GAME


ENCOUNTER, 35 PTS = 4 VICTORY POINTS
SKIRMISH, 50 PTS = 6 VICTORY POINTS
CLASH, 70 PTS = 9 VICTORY POINTS

VICTORY POINTS
There are two ways to score victory points: destroying enemy units or holding enemy objectives.

Remember that
DESTROYING ENEMY UNITS
When an enemy unit has been completely removed from play you score a number of victory
RUINED BUNKER
B placing a command
points depending on what type of unit it was as shown below:
Broken Ground
un
nd token on a unit
Size: 1-4 that already has
a command token 3 VP RELIC KNIGHT OR AVATAR
will not result in
an activation.
2 VP QUESTING KNIGHT
Objectives may 1 VP ANY OTHER TYPE OF UNIT
only be scored at
the start of an
activation. HOLDING ENEMY OBJECTIVES
When one of your units activates, if it is in contact with an enemy secondary objective you
score 2 victory points. If the enemy objective is a primary objective score 3 victory points
instead. Units that are engaged or broken may not score victory points in this way. After an
objective has been used to score victory points, remove it from the table; it may not be used to
score victory points again.

GROVE OF TREES OBJECTIVE MARKERS


Broken Ground Objective markers (objectives) represent various objects, locations, or goals that are important
Size: 3-5 to your cadre. Objective markers are 50mm and height 0 (this is the case for both primary
and secondary objective markers). Although models can be placed on most height 0 markers,
models may never be placed onto (or end a move) overlapping an objective marker (this is to
prevent players from denying their opponent objectives by sitting on top of them). However,
models may move over objectives, as usual. Each player deploys a number of objectives
determined by the game’s size. (See Game Size, page 26.)

PRISMATIC OBJECTIVES VOID OBJECTIVES

PRIMARY SECONDARY PRIMARY SECONDARY

51 52
The following
section has ADVANCED
advanced rules for
players who have
gotten a few games
under their belt
TERRAIN RULES
and want to add Terrain is much more interesting when the pieces have a purpose beyond just affecting movement
some variety. These and LoS. We encourage you to create your own traits to make your battlefield feel like a living
rules are perfect for world. Areas of standing water (for swamps or flooded ruins), shifting ground (representing

RULES - ADVANCED TERRAIN RULES


adding a unique sand or snow), and lingering rifts (the aftereffects of Noh technology) add character and tactical
tactical challenge to challenges to every game.
your games.

JUMPING
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.

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 nearby terrain.

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

A unit must always jump in 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.

If the unit is jumping to a piece of terrain with a different size than the terrain it is currently
on, add the vertical distance to the horizontal distance moved to determine if the unit can
make the jump.

Example: A unit on size 2 terrain wishes to jump to a piece of size 6 terrain that is 3 inches away
from its current position. The unit would need to be able to move 8 inches to jump to the size 6
terrain—3” across the gap + 4” for the elevation difference +1” to reach a place that the model’s
base can physically sit unaided = 8”.

54
ADVANCED TERRAIN TRAITS LIFT PORTAL
Terrain with the lift trait has some means Portal terrain represents a piece of terrain
After creating the battlefield, you may assign individual pieces of terrain specific traits to to allow units to change elevation as part of that is connected to another piece of terrain
further enhance how they impact the game. the terrain. Lift terrain can include ladders, or point on the battlefield. Portal terrain
elevators, and turbo-lifts. includes teleport arrays, rift generators, and
Some of the terrain traits listed in this section have variable values that must be decided upon
wormholes.
with your opponent before the game begins. Units in contact with lift terrain ignore the
vertical distance moved when changing When you give a piece of terrain the portal
Terrain need not have a trait. Complex pieces of terrain can have multiple traits. You can even
elevation on the terrain. trait, you must also give another piece of
assign traits only to specific areas of a piece of terrain to create different effects depending on
terrain the portal trait.

RULES - ADVANCED TERRAIN RULES


RULES - ADVANCED TERRAIN RULES
where a unit is in the terrain.
FORTIFIED When a unit moves in contact with a piece
Below is a collection of rules and traits that you can add to your games of Relic Knights to Fortified terrain has been reinforced to
of terrain with portal, you may immediately
make terrain a more interesting and interactive part of the game. increase its defensive capability. Fortified
place it in contact with another piece of
terrain can include reinforced walls, hardened
terrain with portal. If the unit did not use
bunkers, and shield generators.
CRYSTAL GROWTH all of its movement before coming in contact
Terrain with crystal growth has been overrun by CRYSTAL with the portal, it may continue its move.
GROWTH A unit in contact with a piece of fortified
the esper crystals that precede the Calamity. Esper
terrain gains Shielding 2.
crystals grow anywhere. Any piece of terrain can have
crystal growth.

Units beginning their activation in contact with a piece


of terrain with crystal growth increase their Esper
Draw by one.
LIFT
ENCLOSED
ENCLOSED BUILDINGS BUILDING
Enclosed buildings can only be entered by one or more
specified access points. Enclosed buildings is a general
term that can include undestroyed buildings, anything
with an access hatch, and ship interiors.

When you give a piece of terrain the enclosed


building trait, designate specific points on the the
FORTIFIED
terrain as the doors. Units may only enter the terrain
through the doors.

If a unit is inside of an enclosed building, it may not


ignore the terrain it occupies when drawing LoS (which
PORTAL
is normally the case for elevated terrain). The unit must
find windows or holes where it can see out of the terrain
in order to draw LoS. Likewise, other units standing
on top of the terrain that the unit is inside of may not
ignore the terrain when drawing LoS to the unit.

WRECK-IT
Terrain with wreck-it is particularly unstable, fragile, or
WRECK-IT
can otherwise be destroyed by units on the battlefield. ARMORED
Any piece of terrain can have the wreck-it trait.

Terrain with wreck-it can suffer damage and be


destroyed, removing it from the battlefield. When
you give a piece of terrain the wreck-it trait, you must
decide how much health it has, if it has armor, or any
other attributes that affect its survivability.

55 56
WINDOWED
ADVANCED MISSIONS
The Relic Knights universe is vast and there are many stories to play out and experience on
your tabletop. Below we present a few options that you may be interested in exploring to change
up the game and offer exciting new ways to win or lose. If you are a newer player or looking for
a more competitive experience then we suggest that you play games that use the standard rules

RULES - ADVANCED MISSIONS


as presented earlier in this book. However, if you are looking to take on new challenges in your
games of Relic Knights then these are for you!

RULES - ADVANCED TERRAIN RULES


Each of these missions presents how they change the rules of the game. If something isn’t
mentioned then use the rules as stated earlier in this book. For example, if the mission
doesn’t mention victory points for destroying units, then you will still score victory points for
destroying units as stated by the earlier rules.

You may randomly choose one of these missions to play by flipping a card and using its primary
esper type to determine what mission to play. If a Wild or Void card is flipped then reflip.

PITCHED BATTLE
You do not score victory points for activating a unit that is in contact with an enemy objective.
When one of your units activates in contact with an enemy objective, draw a card (the objective
remains in play). The number of victory points required to win the game vary based on how
large of a game you and your opponent are playing:

ENCOUNTER: 3 VICTORY POINTS


STOCKPILE TREACHEROUS SKIRMISH: 5 VICTORY POINTS
CLASH: 8 VICTORY POINTS

ASSASSINATION
Before deploying units each player secretly writes down an enemy unit. When that unit is
STOCKPILE WINDOWED destroyed reveal that it was the one written down and score 2 additional victory points for
Terrain with the stockpile trait contains Windowed terrain has gaps, windows, portals
destroying it.
weapons and ammunition. Terrain with or some other feature that allows units to see
stockpile can include military outposts, through it. Windowed terrain can include The number of victory points required to win the game is:
armories, and ship weapon lockers. office buildings, parking garages, cages, and
blasted out ruins. Many buildings have a low ENCOUNTER: 5 VICTORY POINTS
A unit in contact with a piece of terrain with wall or a “lip” around the edge of the roof.
stockpile increases the damage of all attacks SKIRMISH: 7 VICTORY POINTS
We recommend defining any such lips as
it makes by 2. windowed. CLASH: 10 VICTORY POINTS

TREACHEROUS [X] Windowed terrain counts as obscuring


Treacherous terrain is particularly dangerous, terrain that does not block LoS. MURDER PINBALL
potentially harming units that come in contact Units may be deployed within 9” of enemy objectives (they still may not be deployed within 9”
with it. Treacherous terrain can include ARMORED [X] of an enemy unit). A unit in contact with any objective (friendly or enemy) may use its action,
particularly dangerous ruins, minefields, or Some pieces of terrain provide additional during its activation, to push the objective 8”. If the objective stops the push due to contacting
even deadly living organisms who inhabit or protection beyond what cover normally a model the unit considers an enemy, the enemy suffers Collateral Damage 3, and the active
actually are the terrain. provides. unit’s controller gains 2 victory points. After an objective is used to score victory points in this
way, remove it from play.
When a unit begins its activation on or When a unit has cover from a piece of terrain
moves into contact with treacherous terrain, with armored, the unit increases its armor Victory points are gained by destroying units as normal, but may not be gained by scoring
it suffers an amount of damage indicated by by X (in addition to the usual armor benefit objectives, except as described above.
the number. from cover).

57 58
CUT OFF THE HEAD
Players do not score victory points during this mission. If a player’s leader is destroyed then
ABILITIES

RULES - ABILITIES
they lose and are eliminated from the game. When a player would score victory points from an
BURNING [X]: (After Action) If a unit is affected by
objective, instead the enemy leader suffers Collateral Damage 4 (the objective is then removed COMMON ABILITIES
Common abilities are found on a large number of units burning, place a number of burning tokens on its
as normal).
and will come up regularly in games of Relic Knights. card equal to X. Immediately after a player resets
their command tokens to their dashboard, all of

RULES - ADVANCED MISSIONS


ACT AS ONE: Models in a squad with Act As One their units with burning tokens suffer damage equal
HEIST are considered to be in cohesion so long as they are to twice the number of burning tokens on their card.
Each secondary objective starts the game with one Loot token on it. Each primary objective within 9” of another model, instead of the usual 3”. Then all of their units remove all burning tokens.
starts the game with two Loot tokens on it. Players do not score victory points for activating
units that are in contact with an objective. When one of your units activates, if it is in contact ARMOR [X]: When a unit is about to take damage, flip BUFF: Buffs are AoEs that only affect friendly models.
with an enemy objective that has any Loot tokens, the unit takes a Loot token from the objective cards equal to the unit’s armor. Total the amount of
esper flipped that matches the esper icon/icons shown CADRE ABILITY: Cadre abilities are abilities that
(the objective remains in play). Place the token on the unit’s card. Units that are engaged or continue to affect the game even if the model with
broken may not take tokens in this way. If a unit with a Loot token comes into contact with any next to the unit’s armor. Subtract this total from the
total damage. the ability leaves play. Cadre abilities are usually on
board edge, remove all Loot tokens from it and that unit’s controller scores 2 victory points for knights or avatars. If an ability is a Cadre Ability, it
each token removed in this way. If the unit benefits from multiple effects that grant will list (Cadre Ability) after its name. Many Cadre
If a unit with a Loot token is destroyed place the Loot token in contact with the unit before Armor, all of the sources are added together to abilities allow you to discard a card in response to a
removing the unit. Any unit friendly to the destroyed unit may pick up the Loot token by determine the unit’s total Armor. game effect in order to do something. In these cases,
ending a move in contact with it. no more than one card may be discarded per effect.
BACKLASH [X]: (After Action) When a unit attacks (For example, if a Cadre ability allows you to discard
a target that has Backlash, the active unit suffers an a card when one of your units attacks in order to
amount of damage equal to the number indicated. If increase the damage of the attack, no more than one
SECURE LOCATION the attack removes the target from play, Backlash has card may be discarded per attack.)
During deploy objectives divide the board into four equal 18 inch by 18 inch quadrants. The no effect. Backlash takes effect regardless of the type
First Player places two secondary objectives in the center of two diagonally opposite quadrants. of attack. CHARGE [X]: (Hit, Free Move) A unit taking an action
The Second Player then places two secondary objectives in the same way in the remaining two with Charge must move toward the target up to the
BIND: (After Action) If a unit is affected by bind, place number of inches indicated. The movement stops if the
quadrants. Then place a neutral primary objective in the exact center of the board.
a bind token on its card. A unit with a bind token unit engages the target.
The neutral objective is an enemy objective for both players (both players may score victory may not perform surge actions (not even during
points because of it and neither player may deploy near it). the unit’s activation). When a player resets their A unit may take a melee attack action that includes
command tokens to their dashboard, that player Charge as part of its description or presses when it
removes all bind tokens from their units. is not engaged with the target, but only if the Charge
distance is sufficient to bring the active model into
BLAST [X]: (After Action, Forced Move) When a being engaged with the target.
FIRST PLAYER SECOND PLAYER
model is affected by Blast, all models, friendly or
SECONDARY SECONDARY enemy, within 3” of the target model are pushed If the unit cannot end its Charge move engaged with
directly away from it the number of inches indicated. the target, the melee attack automatically misses, and
The target model is then pushed the same number of the unit remains in its original position. No effects of
inches directly away from the source of the Blast. the attack happen. Immediately resolve the remainder
of the activation as if the unit forfeited its action.
NEUTRAL BLOCK: A unit with Block will reduce any damage
it takes by its armor value, to a minimum of 0. This COMPEL [X]: (After Action, Forced Move) When
PRIMARY
includes any modifiers to its Armor, such as cover or a unit is affected by Compel, move the unit up to
presses. A unit with Block does not flip its armor to the number of inches indicated. This movement
reduce damage. must follow all of the normal rules for movement
concerning the unit.

After Action and Hit refer to when the effect is resolved. (See Actions, page 34.)

SECOND PLAYER FIRST PLAYER Free Move and Forced Move refer to the type of movement the ability provides. (See Movement, page 13.)
SECONDARY SECONDARY

59 60
COORDINATED ATTACK [X]: When a squad with HEAL [X]: When a unit is affected by Heal, erase a OVERRUN [X]: (After Action, Forced Move) When SHIELDING [X]: A unit with shielding will reduce all
Coordinated Attack attacks an enemy unit, the number of filled damage boxes on its card by the a model is affected by Overrun, move the model in damage it suffers by X, to a minimum of 0, before
damage of the attack is increased by X for each number indicated. If the healed unit is a squad, a straight line directly away from the source of the armor is applied.
additional model in the squad that has LoS to the health tracks that have been completely filled may Overrun by the number of inches indicated. Then

RULES - ABILITIES
RULES - ABILITIES
target. For melee attacks additional models must be not be healed. Heal has no effect on a unit whose place the active unit in contact with the target model. SQUAD: The unit is a squad and consists of multiple
engaged with the target. health has been reduced to zero or has otherwise If the unit is a squad, place as many models in contact models functioning as a cohesive whole.
been removed from play. with the target as possible, and the rest in cohesion.
CUMBERSOME: A unit with Cumbersome may not SUPPORT: A support action may target either
make a follow-up move if it took an action. HEALING AURA [X]: Friendly units that begin their PIERCING [X]: After determining total armor, if a unit friendly or enemy units. When it targets enemy units,
activation within 3” of a unit with Healing Aura is affected by Piercing, it reduces its Armor by the it is also an attack action. When it targets friendly
CYPHER: Cyphers cost no points to recruit. (including the unit with healing aura) heal by the number indicated to a minimum of 0. units, it is not an attack action. Support actions
number indicated. follow all targeting restrictions that pertain to their
CYPHER [NAME]: All Knights are accompanied by a If the unit is affected by multiple effects that cause action type, even when targeting friendly units. For
cypher. When a Knight is recruited, their cypher is HEAVY: Units with Heavy cannot be moved by forced Piercing, add all of the sources together to determine example, a melee support action may only target
automatically recruited as part of the same cadre. movement. the total amount of armor reduced. units within 2” and LoS, regardless of whether those
Choose any Cypher with the name designated in this units are friendly or enemy.
ability to join your knight. In some instances, two HOBBLE: (After Action) If a unit is affected by hobble, POINT BLANK: Units with Point Blank may make
Cyphers with the same name exist. If this is the case, place a hobble token on its card. A unit with a hobble ranged attacks while engaged. These attacks may STEALTH: A unit with Stealth gains an additional
you may choose any Cypher of that name. token may not take its initial move when it activates only target models the unit is engaged with. armor 2 when benefiting from cover (for a total of 4
or gains a command token. When a player resets armor granted by cover).
DAMAGE [X]: The effect deals an amount of damage their command tokens to their dashboard, that player POWER [X]: (After Action) If a unit is affected by
equal to X. removes all hobble tokens from their units. Power, place a number of Power tokens on its card SUREFOOT: A unit with Surefoot ignores broken
equal to X. A unit increases its Esper Draw by one for ground while moving.
DEBUFF: Debuffs are AoEs that only affect enemy KNOCKBACK: (After Action) If a unit is affected by each Power token on its card. At the end of the unit’s
models. Knockback, place a Knockback token on its card. A activation, discard all Power tokens from it. THRUSTERS: A unit with Thrusters gains Fly during
unit with a Knockback token is considered to have a its follow-up move.
DEFENSIVE FORMATION: A unit with Defensive PRECISION: When a unit with Precision makes an
command token for the purposes of activation (when
Formation gains a bonus to its Armor equal to the attack, the enemy’s passive skill is reduced by 1 (to a TOW: If a movement or placement effect has Tow,
it receives a command token it may not activate, but it
number of command tokens on it. minimum of 0) for the attack. place a single model that was in contact with the unit
may still perform its Esper Draw and choose between
at the beginning of the move (or placement) back into
DRAIN [X]: (Hit) Your opponent discards X random an initial move and a [Surge] action). When the unit’s
PULL [X]: (After Action, Forced Move) When a unit contact with it at the end of the move (or placement).
cards from their hand. controller clears their command tokens during clean
is affected by Pull, move the unit in a straight line If a unit has Tow as an ability, Tow only applies to
up, remove all Knockback tokens from the unit.
directly toward the source of the Pull by the number its initial movement and not its follow-up movement.
ESSENCE DRAIN [X]: (After Action) If a unit is affected
NEGATE: A defense action with Negate cancels all of of inches indicated.
by Essence Drain, place a number of Essence Drain UNIQUE [SPECIFIER]: Two units with the exact same
tokens on its card equal to X. A unit reduces its Esper the attack’s effects on the passive unit except damage.
PUSH [X]: (After Action, Forced Move) When a unit specifier cannot be included in the same cadre
Draw by one for each Essence Drain token on its is affected by Push, move the unit in a straight line together.
NO ESCAPE: When attempting to disengage from a
card. At the end of the unit’s activation, discard all directly away from the source of the Push by the
unit with No Escape, units may not play cards from
Essence Drain tokens from it. number of inches indicated. Example: Candy Rush and Candy Heart both have
their controller’s hand (they still f lip as normal).
Unique [Candy]. Since their specifiers are the same
FEINT [X]: (After Action, Free Move) A unit taking RAPIDFIRE: A Rapidfire press may be paid for they cannot be included in the same cadre together.
[TRAIT] OFFICER: When a unit with this ability suffers
an action with Feint may move up to the number multiple times. Apply the press’s effect once for each
damage, it may choose to apply any portion of the
of inches indicated. The unit may automatically time its cost is paid. Example: Candy Origin has Unique [Candy] and
damage to a unit with the named trait that is within
disengage during this move. Darkspace Candy & Cola has Unique [Darkspace
3” instead (after armor and any other modifiers are
REAVE: When a unit with Reave removes another unit Candy & Cola] so they can be included in the same
FLY: A unit with Fly may move over objects and applied). Any part of the damage may be applied
from play with an attack, it may immediately make cadre together.
ignores any elevation changes during any free as determined by the controlling player, ignoring
another attack.
movement. A unit with Fly never suffers damage due armor and any other defensive abilities. Additionally,
to falling. a model with this ability will be counted towards REGENERATE: Squads with Regenerate may heal health
the Coordinated Attack ability of any unit with the tracks that have been completely filled, up to the
FORCE FIELD: When a unit with Force Field has no named trait that is within 3”. starting number of squad members. Partially filled
command tokens on it, it gains Armor 2. health tracks must be healed before completely filled
OVERCHARGE: Defense actions can’t be used against
health tracks may be healed. When a filled health
GUARD: A unit with Guard halves all damage it an attack with Overcharge.
track has at least one point of damage healed, return
suffers. (The damage dealt to the unit is rounded up.)
the destroyed model to play, placing it in cohesion with
the rest of the squad. If the model cannot be placed in
cohesion, the unit cannot be healed.

61 62
RULES - INDEX
INDEX
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10, 60 Health . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10, 37, 46
Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11, 32, 34 Heist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31, 32 Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Active Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Initial Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10, 32
Additional Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Jumping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Affinity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
After Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37, 60 Lift . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Area of Effect (AoE) . . . . . . . . . . . . . . . . . . . . . . . . . 22, 45 Line of Sight (LoS) . . . . . . . . . . . . . . . . . . . . .16, 17, 44, 50
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10, 37, 46, 60 Markers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Assassination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Melee Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38, 45
Automatically Disengage . . . . . . . . . . . . . . . . . . . . . . . . .15 Minion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8, 11, 27
Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8, 27, 40, 52 Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Base . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13, 14
Blocking Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 Murder Pinball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Broken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43, 52 Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . 26, 28, 30, 52
Broken Ground . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Buff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23, 60 Obscuring Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Cadre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Passive Player. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Clash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Pitched Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Clean-Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31, 33 Place . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Climb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Portal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Cohesion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Power Tokens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31, 33
Collateral Damage . . . . . . . . . . . . . . . . . . . . . . . 14, 38, 45 Press . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35, 36
Command Tokens . . . . . . . . . . . . . . . . . . . .7, 12, 26, 31, 33 Primary Esper Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Contact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Psychic Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38, 45
Cost (Action) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11, 34 Questing Knight . . . . . . . . . . . . . . . . . . . . . . . .8, 27, 40, 52
Cost (Unit) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10, 27 Radiant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19, 46 Ranged Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38, 45
Crystal Growth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Relic Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . .8, 27, 40, 52
Cut Off The Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59 Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Cypher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8, 27, 40, 61 Second Player. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10, 37, 46, 61 Secondary Esper Type . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Dashboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Secure Location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Debuff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23, 61 Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10, 16, 17
Defense Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Deployment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30, 44 Skirmish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26, 52
Discard Pile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10, 32
Disengaging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 Squad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 15, 42
Draw Pile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 Stockpile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Elevation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18, 49, 50 Support Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36, 62
Enclosed Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Surge Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . .12, 31, 35
Encounter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26, 52 Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Engaged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 17, 29, 48-51
Esper Affinity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Tokens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Esper Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Esper Draw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10, 12, 31 Treacherous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Faction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 20, 27 Unique . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8, 27, 62
Falling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 23
First Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Unit Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 8
Flips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 Upgrade Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
Follow-Up Move . . . . . . . . . . . . . . . . . . . . . . . . . .10, 14, 32 Victory Points (VP) . . . . . . . . . . . . . . . . . . . . . . . . . 26, 52
Forced Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . .14, 45 Void (Esper) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Fortified . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 Void (Units) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Free Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 Wild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21, 30 Windowed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46, 61 Wreck-It . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55

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