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Rules

Before beginning the game, players agree on a game size, recruit their cadres, and determine
who is the Champion and who is the Villain. The Villain generates the scenario conditions both
players will use. The players then set up the battlefield with terrain and alternate taking turns
deploying units. After deployment, players set their ready queue and draw their hand up to five
cards. Then the battle begins.

During the battle, each player takes turns activating a single unit. During the active units turn, it
will be allowed to make an initial move, use an action, and then take a follow-up move. The
players then reset their ready queue. Play continues, alternating turns, until one player reaches
enough victory points to win or surrenders the game.

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

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

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

UNITS
Each model or group of models represented by a single nit. A unit
unit card is called a u
composed of multiple models of any type is referred to as a squad. Units have a number of
attributes that define their abilities, strengths, and weaknesses.

xx CALLOUT xx
CARD SLEEVES
There are several things you need to keep track of during the game using your unit card: health,
held esper, minion identification, etc. We recommend you put clear plastic card sleeves on your
unit cards. Then you can use a dry or wet erase marker to track whatever you need to without
damaging the card.
xx CALLOUT xx
UNIT CARDS
All units have a card that represents them. The front side, referred to as the tracker side, of the
card is an area used to track the current health of the unit and how much held esper it currently
has, as well as showing many attributes of the unit. The back side, referred to as the reference
side, of the card is a reference area that will list the actions available to the unit as well as listing
any keywords and traits that the unit has.

A units card is placed on the dashboard and used to keep track of the units activation, health,
and skills.

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

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

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

The color of the units faction symbol indicates which one of the six types of esper it shares an
with. Details on esper affinity are discussed in Key Concepts, page XX.
affinity

TYPE
Relic Knights uses several types of units.

Relic Knight: Relic Knights are warriors and heroes. Gifted with powerful esper constructs
called Relics and empowered by mystical creatures known as cyphers, Relic Knights are
among the most powerful individuals in the Last Galaxy. Relic Knights are a special type of
Hero.

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 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. Avatars are a special type of Hero.

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. Questing Knights are
a special type of Hero.

Cypher: Enigmatic creatures born of pure esper, cyphers hold the keys to the mystery of the
Darkspace Calamity that has engulfed the universe. Each cypher is bound to a single Relic
Knight or Questing Knight. Cyphers are a special type of Minion.

Hero: Heroes are individual characters that have joined the cadre of a Knight seeking glory
and an adventure of their own. Along with the Knight, they lead the Cadre.

Minion: Minions come from the diverse panoply of noble warriors, trained soldiers, cunning
racers, and others that join the Knights in their battles.

Squad: Squads are tightly knit units of multiple models that function together on the
battlefield to devastating effect. A squad is a subtype for either Heroes or Minions.

COST
All units have a point cost that defines their relative power and rarity within their factions. In
general, units with a higher point cost are more powerful than units that cost fewer points.

When players recruit their cadre, the total cost of all their units is limited by the size of the game
being played. More information about recruiting cadres is discussed in Game Setup, page XX.

BASE
Every model stands on a base. The base represents how much space a model occupies and
helps 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.

SIZE
Units have a size attribute of 0 or greater. A units size is used when determining line of sight
and how it interacts with objects and other units on the battlefield. Line of sight is discussed in
Key Concepts, page XX.

ARMOR
A units armor represents its resilience or protection from damage. Armor reduces the amount of
damage a unit takes when it has been hit. Applying damage is discussed in A ctions, page XX.

xxx DIAGRAM xxx


Unit Card. Show Tracker and Reference sides. Each item numbered and labeled.
xxx DIAGRAM xxx

xxx DIAGRAM xxx


Knight Unit Card. Show Tracker and Reference sides. Each item numbered and labeled.
xxx DIAGRAM xxx

SPEED
A units speed indicates how quickly it moves around the battlefield. Units have two parts to their
speed: their initial move, and their follow-up move.

The first value is the initial move and defines the maximum distance a unit may move before
making an action during its activation.

The second value is the follow-up move and indicates the maximum distance a unit may move
after making an action during its activation. Movement rules are discussed in Key Concepts,
page XX.

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

HELD ESPER
Most hero units have the ability to store esper, called held esper, for later use. There are many
ways that a unit can gain held esper. Details on held esper are discussed in H eld Esper, page
XX.

COMBAT SKILLS
A units combat effectiveness is determined by its combat skills. Combat skills fall into three
categories based on the type of attack: melee, ranged, and psychic.

Melee represents a units ability in close combat with a wide assortment of swords, staves, fists,
claws, etc. Ranged represents a units aptitude with firearms, bows, thrown weapons, and so
on. Finally, psychic represents attacks made by manipulating esper with the mind or complex
rituals.

Each combat skill has two values. The first value is the attack skill. The second value is the
ctions, page XX.
defense skill. Using combat skills is discussed in A

You will notice that minion unit cards do not have these attributes on them. This is for
streamlining purposes. The idea is that heroes provide resources which a player can then use to
pay for the abilities on their minions.

MINION IDENTIFICATION
Use this space to write a number, letter, or other symbol to help you identify which card belongs
to each minion unit.

ABILITIES
Abilities are a units inherent powers and talents that have an effect in the game. Unless
otherwise specified, abilities are always active.

bilities, page XX.


If an abilitys effects are not listed on the units card, they will be detailed in A

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

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

UPGRADES
Optional upgrades, if any, that are available to a unit are listed in the same area as the units
actions. These upgrades modify the point cost of the unit as stated and will make changes to
the unit as stated under the upgrade section on that unit.

PLACEHOLDER CARDS
Players use a placeholder card in their ready queues when they cant fill their queues with units.
The placeholder card takes up a slot and makes a player skip an activation. When the
placeholder card moves into the ready spot, choose one of the effects on it and resolve it. A
placeholder card is not a unit card.

ESPER DECK
The esper deck is a standardized deck of 42 cards representing the esper that units spend to
sper Deck,
take their actions. Each player requires one deck. The esper deck is discussed in E
page XX.

DASHBOARD
Each player has an area near the battlefield called the dashboard. Your dashboard is used to
organize your unit cards and determine your units order of play. Details on using the dashboard
are found in Key Concepts, page XX and P laying the Game, page XX.

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. Detailed rules for terrain can be found in
Terrain, page XX.

MEASURING DEVICE
Players will often need to measure distances for movement, effects, and other reasons. During
a game, players can take measurements at any time, for any reason.

All measurements are given in inches.

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

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

DASHBOARD
Each player has an area near the battlefield called the dashboard. Each unit in your cadre is
represented by their unit card on the dashboard.

xxx DIAGRAM xxx


Complete dashboard with items clearly identified.
xxx DIAGRAM xxx

ACTIVE SLOT
The active slot contains the unit card for the currently active unit.

READY QUEUE
The ready queue holds the unit cards of hero units that are ready to activate, and the order that
the cards are arranged in the queue determines the order in which your hero units activate. A
unit whose unit card is in the ready queue is referred to as ready.

Whenever a unit card leaves the ready queue, the remaining unit cards immediately slide to the
next available slot in the queue, from right to left.

IDLE SECTION
The idle section holds all the unit cards for units that are still in play but not ready. A unit whose
unit card is in the idle section is referred to as idle.

MINION SLOT
The minion slot is where a unit card is placed if the unit is a minion and going to activate this
turn. Units in the minion slot are considered idle until they move to the active slot.

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

DRAW PILE
The draw pile holds your esper deck, face down.

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

EXHAUSTION
Sometimes the rules will put an exhaustion counter on a unit. This is to represent that the unit
must take a short break and therefore cant be put into the ready queue, the active slot, or the
minion slot while it has the counter. If they gain an exhaustion counter while in the ready queue
or the minion slot, then they will be immediately moved to the idle pile. If they gain one while in
the active slot they will complete their activation before going to the idle pile. The active player
removes all exhaustion counters from their units during clean-up before new counters are
placed for having activated a minion.

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 objects base may move further 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.

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.

xxx DIAGRAM xxx


Moving a model.
xxx DIAGRAM xxx

CONTACT
Many effects, actions, and rules apply to objects in contact with one another. An object is
considered in contact with another object if its base is touching the objects base. Some objects,
such as terrain, may not have a proper base. In these instances, use the perimeter of the object
as the base.

A model is not in contact with itself.

MOVING THROUGH OBJECTS


When an object contacts another object (including another model) that is smaller in size, it may
move through the object, effectively ignoring the object. An object cannot move through objects
of equal or larger size unless it possesses special rules stating otherwise.

A model may never stop on top of another model, although it may stop on top of other objects
such as terrain or tokens.

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.

An object subjected to forced movement can only move over open ground regardless of its size.

If the forced movement brings the object into contact with any other object, the object stops
moving immediately. If the object it contacted is Size 2 or greater, the unit suffers Damage 3. No
damage is suffered if it began the forced movement already in contact with the object. If a squad
takes damage due to forced movement, only models that were originally in the Danger Zone,
page XX, can suffer damage.

Forced movement may cause an object to fall off of elevated terrain and take damage as
detailed in Terrain, page XX. An object that falls due to forced movement stops moving
immediately.

Objects suffering damage as a result of forced movement may use secondary defense actions
or abilities as described in Passive Damage, page XX.

FREE MOVEMENT
Any movement an object makes that is not forced is called free movement. The most common
free moves are an objects initial and follow-up moves, using its speed skill. Additional free
moves include charges and feints.
ENGAGED
A model that is within 2 of an enemy model that they have LoS to is engaged with the enemy
model. Models that are engaged with an enemy model can make Melee attacks against the
engaged model. Additionally, when a unit wishes to move out of being engaged with an enemy
unit, they must Flip 3. If the unit that wishes to move out of being engaged Flips an esper
matching their affinity then they may move out of being engaged. For Void or Radiant affinity
units choose one of their 3 affinities before flipping. A unit cannot use a follow-up move to
disengage, nor cannot it make a follow-up move after disengaging. A unit automatically
disengages while making forced movement and does not need to flip.

If they dont then they cannot move out of being Engaged and must stay within 2 of the model
that they are engaged with; any move that keeps them within 2 of the model they are engaged
with is still possible. If at least one model from a squad is engaged with an enemy unit, then any
moves the remaining 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 unit Flips to disengage and Flips a Void card then they lose 1 Held Esper if able.

If LoS cannot be drawn mutually between the two units or models then they arent engaged.

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.

LINE OF SIGHT
Line of sight (LoS) is used to determine if one object can see another and what objects (if any)
lie between them.

To determine if an object is in a models LoS, trace an imaginary line connecting the left side of
the models base to the side of the targets base that is to the left of the model that is attempting
to draw LoS, and then trace an imaginary line connecting the right side of the models base to
the side of the targets base that is to the right of the model that is attempting to draw LoS. The
area between these two lines is the sight w indow. Objects in the window affect LoS.
xxx DIAGRAM xxx
Window Diagram
xxx DIAGRAM xxx

locking object or an
After determining the window, identify each object in the window as a b
obscuring object, using the conditions outlined below.

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

oth the model and the target. (Object Fig. 1)


If the objects size is smaller than b

ither the model or the target and is not a blocking object,


If the objects size is smaller than e
based on the chart below. (Object Fig. 2)

xxx DIAGRAM xxx


Object Diagrams - Figures 1 - 2
xxx DIAGRAM xxx

BLOCKING OBJECTS
Blocking objects block LoS. An object is blocking if it satisfies one of the following conditions:

oth the model and the target. (Object Fig. 3)


If the objects size is equal to or greater than b

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

If only the model is in contact with the object, and the object is of equal or greater size than
the model. (Object Fig. 5)

If both the model and the target are in contact with the same object, and the object is of
equal or greater size than one of them, and greater than 3 wide between them. (Object Fig.
6)

xxx DIAGRAM xxx


Object Diagrams - Figures 3 - 6
xxx DIAGRAM xxx

After identifying each object in the window as blocking or obscuring, attempt to trace a line
within the window from the model to the target that does not cross any object or that only
crosses obscuring objects. If such a line can be traced, the target is in LoS. (Line of Sight Fig. 1
and Fig. 2)

If every line crosses a blocking object, the LoS is blocked. (Line of Sight Fig. 3)

xxx DIAGRAM xxx


LoS Diagrams - Figures 1 - 3
xxx DIAGRAM xxx

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

If the targets size is greater than twice the size of the object, the target does not have cover.
(Cover Fig. 1)

errain, page XX.


Uses for cover are explained in more detail in T

xxx SIDEBAR xxx


FACING
Though models may have a clear direction that they face, this has no mechanical effect during
play. All models can see in all directions at all times.
xxx SIDEBAR xxx

HERO SHIELDING
Minion units will jump in the way to protect their leaders if they are able. Due to this, if a hero
unit is within 3 of a friendly minion unit when targeted by an enemy unit, then the enemy unit
must target the minion unit instead of the hero if they are able. Things that might make the
enemy unit unable to target the minion unit could include not being able to see the minion unit or
making a melee attack against the hero unit while not being engaged with the minion unit.

xxx DIAGRAM xxx


Cover Diagram.
xxx DIAGRAM xxx

ESPER AFFINITY
Esper is the primal energy that binds everything in the universe. It is everywhere, and it 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. All
units align with a single esper type, called their affinity. A units affinity is represented by the
color of the faction icon on its tracker and reference cards.

>>> INLINE IMAGE <<<


Esper wheel
>>> INLINE IMAGE <<<

Esper types interact with each other in predictable ways. The esper types to either side of a
units affinity on the wheel are sympathetic, while the esper type directly opposite is in
opposition. Units with radiant and void affinities are not sympathetic with any esper type and are
in opposition to both their opposite type and its sympathetic types. For most battles, a unit will
only be part of a cadre with the same affinity, but specific units or scenarios may allow alliances
with units of a different affinities.

xxx DIAGRAM xxx


Affinity Faction
Creation Icon (Green) Creation Cerci Icon Cerci Speed Circuit
Law Icon (Blue) Law Shatter Sword Icon Shattered Sword
Corruption Icon (Purple) Corruption Black Diamond Icon B lack Diamond
Entropy Icon (Red) Entropy Noh Empire Icon Noh Empire
Chaos Icon (Orange) Chaos Star Nebula Icon S tar Nebula Corsairs
Essence Icon (Yellow) Essence Doctrine Icon Doctrine

Creation, Law, Essence Radiant Radiant Icon Radiant


(Icons reduced in size in triangle)
Corruption, Entropy, Chaos Void Void Icon Void
(Icons reduced in size in triangle)
xxx DIAGRAM xxx

ESPER DECK
The esper deck is a deck of 42 cards representing the esper that units spend to take their
actions. Each esper deck is standardized and may not be customized. Each player draws from
their own deck during the game. Drawing is never optional. Whenever a phase or game effect
requires that you draw a specific number of cards, you must do so. Conversely, a player may
never draw cards or look through their deck unless allowed to by a phase or game effect.

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

Cards that are spent or discarded during the game are placed in the discard pile.
The deck is made up of three types of cards: standard, void, and wild.

xxx DIAGRAM xxx


Card Images
Standard - identifying primary/secondary esper
Wild
Void
xxx DIAGRAM xxx

STANDARD
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.

When players spends cards to generate esper, they use either the cards primary or secondary
type. The primary yields 2 esper of the indicated type, and the secondary yields 1 esper of the
indicated type.

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

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

xxx CALLOUT xxx


When a standard card is spent, only one type of esper may be used.
xxx CALLOUT xxx

DRAWING THROUGH YOUR DECK


When the last card of the esper deck is drawn, play stops immediately. The discard pile is
shuffled and reset as the new deck. Whenever you shuffle your deck always present it to your
opponent so that they have the opportunity to cut it. Play then continues.

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

If the effect requires that you add up esper types from the flipped cards, count both the primary
and secondary esper type on the card, with the primary counting as a value of 2 and the
secondary counting as a value of 1. Wild cards count as a value of 1 of any type, chosen by the
player performing the flip. Void cards count as 0.
HELD ESPER
Most hero units can store esper, charging themselves with power to deliver their most
devastating actions. This stored power is called held esper.

Units gain held esper in a variety of ways. Some models naturally generate held esper when
they activate. Others can only gain held esper by refocusing or by having it transferred to them.

When a unit gains held esper, mark one circle on their unit card for every point of held esper
gained. A unit may never have more held esper than the number of held esper circles on its unit
cardany gained above this limit is lost. When held esper is spent or lost, erase it from the
card.

Held esper can be spent when paying the cost of an action or press. Each point of held esper
spent has a value of 1 esper of any single esper type. When paying for an action, a unit may
spend both held esper from their unit card and esper from the player's hand to pay the cost of
the action. A unit may spend any amount of held esper at any time.

When paying for an action or press that a minion is taking you may spend held esper from any
or all of the hero units in your cadre.

Held esper can also be used for other effects, such as creating tokens for scenarios. In these
instances, the effect will specify how the held esper is used.

MARKERS
Markers are a special subset of models that you may field as part of your cadre. The most
common types of markers are boosts and o bjectives. Markers in your cadre are considered
friendly units, while markers in your opponents cadre are considered enemy units. However,
markers have some key exceptions to the normal unit rules as follows:

Markers have a reference card that lists any relevant skills, abilities, traits, and health that they
possess. Multiple markers are often condensed to a single reference card.

Markers may not be activated in any way, do not have a unit card, and are never placed on the
dashboard.

Markers are affected by area of effect tokens, support actions, and other effects unless
otherwise specified.

Markers never benefit from any cadre ability.

Markers may not be chosen to fulfill model-specific victory conditions (such as Assassination or
Defense of Life).
TOKENS
Tokens are placed on the table to indicate the location of effects, scenario items, and other
important battlefield conditions.

When a token is created, place the token on the battlefield to represent the effect. Like models,
tokens must be placed on a surface where they can physically sit unaided.

Tokens remain in play until the game ends or another condition causes them to be removed.

Tokens are 30mm in diameter and have a size attribute of 0, unless stated otherwise.

Tokens do not affect movement, LoS, or other in-game effects and rules except as specified by
the effect represented by the token.

Tokens that you create are considered friendly tokens, while tokens your opponents create are
considered enemy tokens.

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

Unless the specific AoE description says otherwise, a unit is affected by an AoE anytime it
begins its activation in the area or enters the area during any movement. Apply the effects of the
AoE immediately, then continue the units activation as normal.

A unit can only be affected by the same AoE once per activation, but multiple effects of the
same type stack.

xxx DIAGRAM xxx


AoE Diagram
xxx DIAGRAM xxx

The AoE token has a size of 10 when determining if a unit has LoS to the token. AoE effects
that block LoS do not block LoS to the token itself.

An AoE token remains in play until one of the following conditions is met, at which point the
token is removed from the battlefield and all effects are lost:

The unit that created the AoE creates the same AoE somewhere else on the battlefield.
The player who created the AoE chooses to end the AoE at the beginning of any friendly
units clean-up phase.

Another action or effect removes the AoE.

Units that suffer damage as a result of an AoE may use secondary defense actions or abilities
as described in Passive Damage, page XX.

AoEs are considered size 10 for purposes of the vertical space they occupy.

If placed on elevated terrain with open space beneath it, the height of the terrain is included in
the total size and subtracted from the height above the token. For example, an AoE placed on a
walkway that is size 4 in height would extend 4 inches beneath the token and 6 inches above.

If placed on a solid piece of terrain, such as a hill or building that cannot be entered, the height
of the effect only extends up.

Clarify with your opponent before play begins how AoEs will interact with specific pieces of
terrain.

Two models in contact with one another and in an AoE that blocks LoS still dont have LoS to
one another.

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 cadres actions and abilities. They should
always be able to easily see how much health and held esper your units currently have on their
unit cards.

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

We highly encourage both players to read their opponents Knight cards, at least, before the
battle. Knights have a huge impact on the game, and battles are much more fun when both
players understand what they are facing.
RULES PRIORITY
Sometimes the rules given on a units card or abilities will conflict with a rule presented in the
rulebook. In these cases, the rules on the units card or ability takes precedence.

RESOLVING RULES ISSUES


In a perfect world, no rule would ever have a mistake, and no one could interpret them 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 cadres 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.

GAME SETUP
Players will need to determine a few things before launching into a Relic Knights battle. This
section details how to select the game size, recruit your cadre, determine what scenario
conditions you will try to achieve, 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 playa 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 Knights or Avatars required or allowed in each cadre, the number of slots in each players
ready queue, the table size, and how many victory points players need to win the game. There
are four basic game sizes:

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

SKIRMISH
Points: 50
Knights or Avatars: 1
Ready Queue: 3 slots
Table Size: 3 x 3
Victory Points: 8

A Skirmish represents lightning raids, surgical strikes, or soda-fueled brawls at the latest Cerci
Speed Circuit race.

CLASH
Points: 70
Knights or Avatars: 1 - 2
Ready Queue: 4 slots
Table Size: 4 x 4
Victory Points: 12

A Clash represents fierce conflicts around key objectives between well-prepared forces acting
on detailed plans.

BATTLE
Points: 100
Knights or Avatars: 1 - 2
Ready Queue: 5 slots
Table Size: 4 x 4
Victory Points: 12

A Battle represents epic encounters between factions, demonstrating the full fury of the
Darkspace Calamity.

RECRUIT CADRE
Your cadre is the group of models you bring to the game. Players spend points to recruit units
for their cadre.

Each unit has a cost listed on their card that determines how many points must be spent to
recruit the unit.

Squads have two costs listed. The first is how many points you must spend to recruit the squad
at its minimum size. The second is the cost to increase the number of models in the squad by
one, up to the squads maximum size.

The total cost of all the units in your cadre may never exceed the points allowed for the chosen
game size for any reason.

CHOOSE A LEADER
Players must recruit at least one Questing Knight, Relic Knight, or Avatar to be the leader of the
cadre. All units recruited for the cadre must be the same faction as the leader.

If you are playing a game size that allows for more than one Knight or Avatar, you still must
designate one of them as the cadres leader, who then determines your cadres faction as
normal.

Example: Calico Kate is selected as the leader of a cadre. Kate is a member of the Star Nebula
Corsairs faction. This means that all models in Kates cadre must also be members of the Star
Nebula Corsairs faction.

Knights and Avatars are always unique characters, and you may not have two Knights, Avatars,
or uniques that share the same name in your cadre. If a Knight and a unique share the same
name, they cannot be included in the same cadre. If an Avatar and a Knight share the same
name, they cannot be included in the same cadre. If an Avatar and a unique share the same
name, they cannot be included in the same cadre. While this is reiterating the rules for the
Unique ability, it has relevance here so it is included.

CYPHERS
Each Knight comes with the cypher specified on their unit card. The cypher is a member of the
cadre but costs no points; its value has already been figured into the cost of the Knight.

While there may be more than one cypher with the same name, the cypher presented with the
Knight in its description or the cypher packaged with the Knight must be used, as the point value
of the Knight also includes the value of the specific associated cypher.

HERO
A player may include any number of non-unique hero units of the same name in their cadre.

MINION
A player may include any number of minion units of the same name in their cadre.

RADIANT
Units with the Radiant trait have affinity with three esper types: Essence, Creation, and Law.

Radiant hero and minion units may be recruited only by a faction that shares one of their
affinities.

If you recruit any number of Radiant Knights then one of them must always be the leader of your
cadre. A cadre led by a Radiant Knight is not restricted to units from a single faction and may
recruit any hero unit that shares one of their affinities. Radiant Knights may not recruit
non-Radiant minion units. Radiant Knights may recruit non-Radiant Knights if more than one is
allowed by the game size.

VOID
Units with the Void trait have affinity with three esper types: Corruption, Entropy, and Chaos.

Void hero and minion units may be recruited only by a faction that shares one of their affinities.

If you recruit any number of Void Knights then one of them must always be the leader of your
cadre. A cadre led by a Void Knight is not restricted to units from a single faction and may
recruit any hero unit that shares one of their affinities. Void Knights may not recruit non-Void
minion units. Void Knights may recruit non-Void Knights if more than one is allowed by the
game size.

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

OBJECTIVE MARKERS
Each player will always have one primary objective marker and two secondary objective
markers as part of their cadre. Objectives are used in various ways during the battle to help the
player achieve victory. Objectives cost no points and are always fielded with your cadre.
Objectives, page XX.

xx SIDEBAR xx
CUSTOM OBJECTIVES
Modeling custom objectives to fit the theme of your faction is a great way to add style and
personality to your cadre. Just make sure the objective has the proper 50mm base.
xx SIDEBAR xx

CHAMPION AND VILLAIN


Once your cadres have been recruited, each player shuffles their deck and flips three cards.
Each player adds up the total amount of esper that matches their cadres affinity. For Void or
Radiant affinity cadres choose one of their 3 affinities before flipping. If both players have the
same total, both players flip another card until one player has a higher total. The player with the
highest total may choose to be the Champion or the Villain.
The Villain performs the flip to determine scenario conditions, deploys first, and activates
second.

The Champion deploys second and activates first.

Example: Calico Kate and Princess Malya are squaring off in a battle. Both players shuffle their
deck and flip three cards. Kates player flips a total of two Chaos (Kates affinity), while Malyas
player flips no Creation. Kates player may choose to be the Champion or the Villain.

xx SIDEBAR xx
We recommend that the Champion surround themselves in a glowing blinding nimbus of energy
while making bold, brash statements throughout the game. Likewise, the Villain should shroud
themselves in deep shadow and provide sinister, megalomaniacal monologues.
xx SIDEBAR xx

SCENARIO CONDITIONS
Scenario conditions are victory conditions that change with every battle. Accomplishing scenario
conditions earns you victory points that help you win the battle. Each player may accomplish the
two scenario conditions.

To determine which scenario conditions will be used in a game, the Villain shuffles their esper
deck. The Champion may cut the deck up to two times. Then the Villain flips a card. The card
flipped sets the scenario conditions for the game.

The primary esper type on the card determines the primary condition. The secondary esper type
on the card determines the secondary condition.

If a wild card is flipped, the Crystal Harvest victory condition will also be used for the game and
another card is flipped. If a void card is flipped, the Calamity victory condition will also be used
for the game and another card is flipped. These darkspace conditions are available in addition
to the primary and secondary victory conditions set by the following card. If you flip wild and void
then both conditions will be available for the game in addition to the primary and secondary
conditions.

After the scenario conditions have been determined, the Villain shuffles the flipped cards back
into their deck.

Descriptions of each scenario condition and other victory conditions are discussed in detail in
Victory Conditions, page XX.

xxx DIAGRAM xxx


ESPER PRIMARY SECONDARY
Creation Icon Conservation Defense of Life
Law Icon Secure Perimeter Siege
Corruption Icon Espionage Assassination
Entropy Icon Tear it Down Carnage
Chaos Icon Heist Anarchy
Essence Icon Grand Conjunction Realign

ESPER CONDITION
Void Icon Calamity
Wild Icon Crystal Harvest
xxx DIAGRAM xxx

CREATE BATTLEFIELD
Players first designate an area of the table (or other flat surface) as the battlefield. The selected
game size determines the battlefields dimensions. Players then place terrain on the battlefield.

The battlefield should be built with input from both players to create an environment that allows
both cadres to function well, according to their strengths and weaknesses. Alternatively, have a
friend set up a neutral battlefield for your epic conflict.

Relic Knights plays best on a battlefield with lots of terrain, including plenty of height to block
LoS. A good estimate is to have 2 - 3 pieces of terrain for each square foot of playable space on
your tabletop. At least half of it should block LoS to size 2 and 3 units. Several bigger pieces for
larger models to hide behind ensures these centerpiece units dont get unduly targeted.

xxx SIDEBAR xxx


BUILD A WORLD
The battlefield is an ideal place to bring the Relic Knights universe to life. Well themed
battlefields built around the scenarios, factions, or locations help to enrich the atmosphere of the
game and deepen the enjoyment for everyone.
xxx SIDEBAR xxx

xxx DIAGRAM xxx


3x3 table, broken into nine square-foot sections with 2 - 3 amorphous blobs/structure silhouettes
broken out across the nine areas
xxx DIAGRAM xxx

DEPLOYMENT
Players take turns placing objectives, boosts, and other units on the battlefield until every model
from both sides has been deployed. The Villain places the first marker or unit in each
deployment step.
DEPLOY OBJECTIVES
Players take turns placing objective markers until each of them have placed all three of their
objectives. Objective markers may not be placed within 9 of another objective marker, friendly
or enemy.

DEPLOY BOOSTS
Players take turns placing boost markers until all boosts have been deployed. Boosts may be
deployed near friendly or enemy objectives or near other boosts. All boosts must be deployed
before deploying units.

DEPLOY REMAINING UNITS


Players take turns placing units anywhere on the table until all units have been deployed. The
only restrictions to where units may be deployed is that units may not be placed within 9 of an
enemy unit or enemy objective marker. Units can be deployed within 9 of an enemy Boost.

DRAW FIRST HAND


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

SET READY QUEUE


Starting with the Villain, both players must set the queue. To set the queue, place a hero units
card in each slot of the ready queue. All other unit cards are placed in the idle section.

The game size determines the size of the ready queue. The ready queue must be set to its
required number of units as long as there are enough units available. If a player cannot fill all
available slots in the ready queue then they must fill any empty slots with a placeholder card.

PLAYING THE GAME


With the battlefield set and the cadres deployed, the carnage can begin. Beginning with the
Champion, players alternate taking turns activating their units to complete scenarios, destroy
enemy units, and accomplish other victory conditions. This section details how each players
turn functions, including making moves and taking actions.

A turn consists of three phases: beginning the turn, activation, and clean-up. The player who is
taking their turn is called the acting player. All other players are called the defending player(s).

xxx CALLOUT xxx


Experienced gamers may notice that there are no traditional rounds in Relic Knights.
xxx CALLOUT xxx
BEGINNING THE TURN
At the beginning of the turn, the leftmost card in the players ready queue moves into the active
slot on the dashboard. Unit cards determine the active unit, while placeholder cards allow the
acting player to choose from a few options of things to do.

When a hero is moved into the active slot, any minion from the heros cadre, without an
exhaustion counter, may be placed in the minion slot.

Once the active slot and the minion slot have been filled, resolve any effects that trigger at the
beginning of the active units activation.

An active unit activates, and its activation consists of three phases, taken in this order: initial
movement, action, and follow-up movement.

If the active slot is filled with a placeholder card, the acting player may choose one of the
following:

Move a friendly unit up to 3".


Heal 2 damage from any friendly unit.

After resolving one of these effects, proceed to clean-up.

ACTIVATION
INITIAL MOVEMENT
During its initial movement, the unit may move up to a number of inches equal to the first value
of its speed skill. Once a unit stops, its initial movement ends.

ACTIONS
Units may take only one action during their activation.

Choose an action from those on the units card. Pay the cost of the action, and resolve its
effects. The different types of actions are explained in further detail in Actions, page XX.

If the active player does not have the esper necessary to pay for any of a units available
actions, or does not wish to use an action, the unit may take no action this turn.

Alternatively, an active hero unit may choose to forfeit its action to refocus.

REFOCUS
Refocusing allows the active player to tailor their hand and gain held esper.

To refocus, the active hero unit forfeits its action.


The acting player draws five cards from the esper deck, and the active hero unit gains 1 held
esper.

FOLLOW-UP MOVEMENT
During its follow-up movement, the unit may move up to a number of inches equal to the second
value of its speed skill. Once the unit stops, its follow-up movement ends.

The units activation now ends, and the acting player advances to clean-up.

CLEAN-UP
Once the active units activation has ended, the acting player begins the turns clean-up.

Resolve any effects that trigger at the end of the active units activation.

Both players determine if any victory conditions were met and add any victory points gained to
their current total.

Remove any exhaustion counters on unit cards in the idle section.

Move the unit card from the active slot to the idle section. If it is a minion units card give it an
exhaustion token.

If there is a unit card in the minion slot, move its card to the active slot. This unit is now the
active unit, and any effects that trigger at the beginning of the units activation are resolved. The
new active unit may take a full activation at this point before the players overall turn returns to
clean-up.

If there is no unit card in the minion slot the acting player may discard any number of cards from
their hand and immediately draw back up to five cards. If they have more than five cards, they
must discard down to five.

If the defending player has more than five cards in their hand, they must discard down to five. If
they have five cards or fewer, they may not discard any cards but must draw back up to five
cards.

If there is no unit card in the minion slot, both players must reset the queue. To reset the queue,
each player must put new hero unit cards from the idle section into any empty slots in the ready
queue. This may include hero units that just activated.

The ready queue must be reset to its required number of hero unit cards as long as there are
enough hero units left in play. Each slot a player cannot fill with a hero unit card must be filled
with a placeholder card. A player cannot voluntarily remove a unit or change the order of the
cards in the ready queue.

FORFEITING
An active unit may voluntarily forfeit its movement or action. Additionally, some 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.

If an effect causes a unit to lose or forfeit its movement or action, it may perform the other
phases as normal.

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

To take an action, a player must generate the actions minimum esper cost using any
combination of cards in their hand or held esper. Any esper generated in excess of the actions
cost is lost. A unit may only take one action each turn. Players may choose to have their unit
forfeit its action during its activation.

Actions have the following components:

xxx DIAGRAM xxx


Label these two actions from Paragon with the terms below

xx Melee, 2 Blue, 1 Green xx LANCE CHARGE: Damage 5, Charge 4


xx Press, 2 Blue xx Increase to Damage 7
xx Press, 2 Green xx Increase to Charge 6

xx Support, 2 Green, 1 Blue xx THRUSTER BLAST:


Move Paragons 8. Paragons may not make a follow-up move.
xxx DIAGRAM xxx

NAME
This is what the action is called.

TYPE
Actions fall into a number of categories that determine how to resolve them. Every action has
one of the following types: melee attack, ranged attack, psychic attack, guard, armor, recover,
or support. These are described in greater detail in the C
ombat section.

COST
The cost of an action is represented by a type and number of esper that must be spent to
activate the action.

xxx DIAGRAM xxx


xx Green xx Creation
xx Blue xx Law
xx Purple xx Corruption
xx Red xx Entropy
xx Orange xx Chaos
xx Yellow xx Essence
xxx DIAGRAM xxx

Players use the esper cards from their hands and/or held esper on the active units card to pay
for the action. Any excess esper generated at this point but not spent for the initial cost of an
action is lost and does not carry over to any presses the unit might use. See P resses below.

Place esper cards spent to pay for an action in the discard pile.

ACTION EFFECTS
This area details all effects that occur as a result of taking the action.

xxx PRESS ICON xxx PRESSES


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

Pay the cost of each press chosen exactly like paying for initiating an action. Any excess esper
generated may be used to pay the cost of additional presses.

Presses modify the action as specified by the presss description.

Increase: Presses that increase an effect replace the value listed in the actions description
with the value listed in the press.

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

SUPPORT ACTIONS
xx SUPPORT ICON xx SUPPORT
Support actions do not have a direct combat effect and include bonus movement, skill
enhancements, area of effects, and so forth. Once you have declared the action and paid its
cost, immediately resolve the listed effects.
COMBAT ACTIONS
Actions intended to attack or defend are combat actions and function a little differently than
other actions. Combat actions divide into two basic categories: attacks and defenses. Defenses
further divide into primary defenses and secondary defenses. Combat actions follow a set order
of operations.

1 - DETERMINE A TARGET
To initiate an attack action a unit must have a legal target. Ranged and psychic attacks may
legally target any enemy unit in LoS. Melee attacks may only target units engaged with the
active unit.

Most actions, such as ranged, psychic, and support actions, do not have a minimum or
maximum range.

xxx CALLOUT xxx


What do you mean my guns dont have a range?!?
Projectile weapons in the Relic Knights universe have great range and accuracy. They are not
confined by the close-quarters battles you will be fighting.
>> IMAGE GUNZ/RIN SKETCH <<
xxx CALLOUT xxx

2 - PAY FOR THE ATTACK ACTION


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

3 - DRAW ADDITIONAL CARDS


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

If either unit is subject to an effect that increases or reduces their skills, apply all of the relevant
effects before drawing.

If a unit does not have a value for a specific type of attack or defense, it cannot draw any cards
and may only use esper cards in the players hand.

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

The target has a ranged defense skill of 3. The unit is in an AoE that reduces all defense skills
by 2, making the units ranged defense value 1. The target draws one additional card.
4 - ACTIVE UNIT DECLARES PRESSES
The active unit may choose to augment the attack by paying for one or more presses. Each
press modifies the effects of the action.

5 - GUARD
The target may choose to use a Guard action.

If the target uses a Guard action, they pay the initial cost of the Guard. Once the Guard has
been initiated, they have the option to press the Guard, paying the cost of any presses used.

After paying all costs for the Guard, resolve the effects of the Guard. Then skip to the
appropriate step listed for the type of defense used.

A target may only use a single Guard action for each attack they suffer.

6 - RESOLVE HIT EFFECTS


The target is hit. The active unit now resolves any effects that trigger on hitting the target (e.g.
charge, pull).

7 - SECONDARY DEFENSE
The target may now choose to use a single secondary defense action (either armor or recover)
to prevent some or all of the damage inflicted by the attack.

If the target uses a secondary defense action, they pay the initial cost of the defense. Once the
defense has been initiated, they have the option to press the defense, paying the cost of any
presses used.

After paying all costs for the defense, resolve the effects of the secondary defense during the
Apply Damage step.

8 - APPLY DAMAGE
Applying damage breaks into three steps: determining total damage, determining total armor,
and applying any remaining damage and its effects to the target.

To determine the total damage, add any damage caused by the attack, including presses, and
any other effects affecting the active unit that increase or reduce damage. Abilities that modify
damage values have no effect on an action that does not include a damage value.

To determine the targets total armor (if any), add any inherent armor from the targets unit card,
any armor secondary defense action it used, and any other effects the unit is subject to that
increase or reduce armor. A units total armor may never be reduced below 0.

Subtract the total armor from the total damage. This is the final damage inflicted by the attack.
Reduce the targets health by the final damage. Record the damage on the units tracker card
by marking one damage hex for each point of damage inflicted. If this reduces a units health to
zero, remove the unit from play, and place its unit card in the dead pile.

If the final damage is 0 or less, then the attack has inflicted no damage.

If the target remains in play, resolve the effect of each Recover, secondary defense action,
ability, and effect (if any) that the target is subject to.

9 - RESOLVE AFTER ACTION EFFECTS


Resolve any after action effects (push, feint, etc.), then the action ends. If the target uses a
Guard, only after action effects caused by the target occur.

EFFECT TIMING
Most combat actions have multiple effects that occur. The order for resolving each of these
effects is detailed in Order of Operations, page XX.

COMBAT ACTION TYPES

ATTACK ACTIONS
xx MELEE ICON xx Melee Attack: A melee attack is a close combat attack action that can only
be made against a target engaged with the active unit.

xx RANGED ICON xx Ranged Attack: A ranged attack can only be made against an enemy
target in the active units LoS. Models engaged with an enemy cannot make ranged attacks of
any kind.

xx PSYCHIC ICON xx Psychic Attack: A


psychic attack can only be made against an enemy
target in the active units LoS.

PRIMARY DEFENSE ACTIONS


These defense actions may only be used by a unit in response to an attack action directed at
the unit.

xx GUARD ICON xx Guard: A guard defense halves the attacks damage (rounding up). If the
damage after being halved is greater than 10, the damage becomes 10 instead. During the
Apply Damage step, this damage ignores Armor, and Recover effects do not resolve for the
defender. Additionally, no effects of the attack will occur when resolving After Actions Effects.
Skip to Resolve Hit Effects.

SECONDARY DEFENSE ACTIONS


Only the target of an effect that causes damage may use these actions.
xx ARMOR ICON xx Armor [X]: An armor defense action increases the units Armor by the
number indicated. If the unit benefits from multiple effects that grant Armor, add all of the
sources together to determine the units total Armor.

xx RECOVER ICON xx Recover [X]: After final damage is applied, a recover defense action
heals the target by the number indicated. If the unit benefits from multiple effects that grant
Recover, add all of the sources together to determine the total amount healed. Heal is detailed
in Abilities, page XX.

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

A recover secondary defense action, as outlined above, is different than having the Recover
ability. The Recover ability triggers after every attack that the unit makes or is targeted by.

Example: A unit with 3 health left of its original 8 takes 2 damage from an attack. The unit uses
a secondary defense action that grants it Recover 3. After final damage has been applied, the
unit heals the 2 damage from the current attack and 1 point from the damage it had previously
taken. The attack thus ends with the unit at 4 health, stronger than when the attack began.

OVERCHARGE ATTACKS
xx OVERCHARGE ICON xx Overcharge: Guards and secondary defense actions cant be
used against Overcharge attacks.

PASSIVE DAMAGE
Sometimes a unit suffers damage that does not directly result from an action. This is called
passive damage. Sources of passive damage include:

Contacting objects due to forced movement.

Falling.

Area of Effects.

Abilities (e.g. Belligerent).

Anytime a unit suffers passive damage, it may use a single secondary defense action to reduce
or heal some of the damage.

The unit draws no additional cardsplayers may only use the cards currently in their hand and
held esper. They must pay the cost of the action as normal and may apply any presses. Ignore
any effect of the action that would normally affect an enemy unit, even if an enemy unit is the
source of the passive damage (such as damage resulting from a push or fall).

When a unit suffers passive damage, determine the total damage, total armor, and final damage
as described in Apply Damage.

Inherent secondary defense abilities such as Armor or Recover may be used against passive
damage.

If an action causes a unit to suffer passive damage, it may perform a secondary defense action
for the passive damage as normal.

If an action results in damage from multiple sources (such as from the attack action and from a
fall), a unit may perform a secondary defense action for each source of damage separately.

Example: A unit takes 6 damage and is pushed into an object by the attack, taking a further 3
passive damage. The unit already possesses Armor 2. It uses an action that grants it Armor 2,
so the total armor rises to Armor 4. The Armor 4 reduces the damage taken from the initial
attack to 2 but has no effect on the passive damage. The unit may choose to use another,
separate secondary defense action to deal with the passive damage from hitting the object.

KNIGHTS, CYPHERS, AND AVATARS


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

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 Knights already formidable powers to undreamed of
levels.

While Avatars dont have a Relic or a Cypher, their connection to the forces they represent
makes them as powerful and influential as any Relic Knight.

Cyphers are the key to the Knights immense power. They are reflections of their Knights
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.

KNIGHTS
Knights have three abilities that distinguish them on the battlefield: Cypher [name], Cypher
Bond, and a Cadre Ability.

CYPHER [NAME]
All Knights are accompanied by a specific cypher. When a Knight is recruited, their named
cypher is automatically recruited as part of the same cadre.

CYPHER BOND
Each Knight is bonded to the cypher listed on the Knights reference card with the ability Cypher
[Name]. When their bonded Cypher moves from the minion slot to the active slot, if the Knight is
within 6 inches of their Cypher, and has LoS to their Cypher, the Knight gains 1 Held Esper.

CADRE ABILITY
A cadre ability is a special action or ability that a unit grants to its entire cadre, including itself.
The cadre ability functions exactly as if it were printed on the units cards.

If your cadre includes multiple Knights or Avatars, only use the cadre ability of the Leader.
Ignore any other units cadre abilities.

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

CYPHERS
Cyphers cost no points to recruit; their value is included in their Knights points cost.

Cyphers do not possess attack and defense skills and do not draw cards when making attack
and defense actions.

A cypher cannot be targeted by any attack unless that action can specifically be used against
cyphers. Cyphers are affected by AoE markers, support actions, and other effects unless
otherwise specified.

Cyphers do not possess a health attribute and are only removed from play when their Knight is
destroyed. Cyphers do not suffer damage.

All Cyphers have the Cadre Mascot, and Cypher Bond abilities:

CADRE MASCOT
A Cyphers card can be put in the ready queue like a heros card if you so choose. While in the
ready queue a Cyphers card cannot be put into the minion slot. When a Cyphers unit card
moves from the ready queue to the active slot all friendly hero units within 6 inches of the
Cypher, that have LoS to the Cypher, gain 1 Held Esper.

CYPHER BOND
Each Knight is bonded to the cypher listed on the Knights unit card with the ability Cypher
[Name]. When their bonded Cyphers card moves from the minion slot to the active slot, if the
Knight is within 6 inches of their Cypher, and has LoS to their Cypher, the Knight gains 1 Held
Esper.

VICTORY CONDITIONS
Cyphers are ever testing their Knights abilities. Because of this, they rarely take direct actions
to achieve a Knights goals.

Players may not choose cyphers to fulfill model-specific victory conditions (e.g. Assassination or
Defense of Life).

Cyphers may not retrieve or carry tokens for any reason.

Cyphers may not interact with objective markers.

Avatars
Like Knights, Avatars have an ability that distinguish them on the battlefield: a cadre ability.
These abilities work exactly the same for an Avatar as they do for a Knight.

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.

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
squads unit card moves to the active slot, the entire squad activates.

A squads point cost is listed with two values, X(+X). The first number is the base cost to recruit
the squad into your cadre. The second number is the cost per single model you may spend to
increase the number of models in the squad by one, up to the squads maximum size.

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: Swordsworn have 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.

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

xxx DIAGRAM xxx


1) Cohesion, center model with surrounding models. 2) chain cohesion. 3) Broken
xxx DIAGRAM xxx

BROKEN
During the game, effects like forced movement or destroyed models can cause a squad to lose
cohesion. A squad that is no longer in cohesion is broken. (See Cohesion Fig. 3)

A broken squad must use any free move it makes to attempt to move back into cohesion by the
shortest route possible.

A broken squad may not perform an action of any type, including drawing additional cards or
taking defense actions.

Immediately after a squad regains its cohesion, it may function normally.

ELEVATED TERRAIN
When a squad interacts with elevated terrain, cohesion is determined from base-to-base as
normal. The squad is allowed 6 of vertical or 3 of horizontal distance to maintain cohesion.
(See Cohesion Fig. 4) Elevated terrain is discussed in T errain, page XX.

xxx DIAGRAM xxx


Cohesion with Elevation
xxx DIAGRAM xxx

DEPLOYMENT
A squad must always be deployed in cohesion.

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

Each model uses the Speed attribute listed on the squads card for its individual movement.
Each model must complete its movement before another model in the squad moves.

n individual model
Squads that begin a free move in cohesion must end the move in cohesion. A
may move out of cohesion during a move so long as the squad is in cohesion once all of its
models have moved.

FREE MOVEMENT
If an effect grants free movement to a squad, all models in the squad may move.

xxx CALLOUT xxx


MOVING SQUADS
ovement, page XX.
The movement for each model in a squad is performed as described in M
Since the squad must end its movement in cohesion, make sure to plan out your movement
before you start.
xxx CALLOUT xxx

ACTIONS
Each squad may only take one action no matter how many models it includes.

When a squad initiates its action, designate one model in the squad as the active member. T he
active member is the source of the action. Resolve all effects of the action using the active
member for reference. (See Active Member Fig. 1)

xxx DIAGRAM xxx


Active Member Diagram
xxx DIAGRAM xxx

Held esper can be used in all actions taken by the squad, regardless of which model is selected
as the active member.

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

TARGETING A SQUAD
An active unit may target a squad so long as it can see at least one model in the squad.
Designate one model in the squad as the target of the action for the purposes of
anger
resolving effects. The area within 3" of the target's base, including the target, is the d
zone. (See Danger Zone Fig. 1)

xxx DIAGRAM xxx


Danger Zone Diagram
xxx DIAGRAM xxx
RANGED AND PSYCHIC ATTACKS
When performing a ranged or psychic attack, models in the danger zone and the active units
LoS may be affected by the attack.

Some models have ranged or psychic attacks that dont require LoS. In this case, all models in
the danger zone may be affected by the attack.

MELEE ATTACKS
When performing a melee attack, all models in the danger zone and engaged with the attacker
may be affected by the attack.

FORCED MOVEMENT
If a squad is subject to forced movement, determine the target and danger zone as normal. All
models in the danger zone are moved.

Only models that are in the danger zone can suffer damage resulting from forced movement.

The squad suffers 3 damage, +1 damage for each additional model stopped by an object of size
2 or greater.

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

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.

xxx CALLOUT xxx


OTHER EFFECTS
Effects that target the entire squad as a single unit affect the entire squad and are only applied
once (e.g. healing, buffs, or debuffs).
xxx CALLOUT xxx

APPLYING DAMAGE
A squads health is represented on its card by multiple health tracks. Each track represents the
health of a single, non-specific model. The squad only uses a number of health tracks equal to
the number of models currently in the squadignore any excess health tracks.

xxx IMAGE xxx


Zoom in of Swordsworn health tracks
xxx IMAGE xxx

xxx CALLOUT xxx


We find it helpful to fill in any health tracks that we arent using before deployment. This
helps clarify exactly how much health the squad actually has.
xxx CALLOUT xxx

After determining an effects total damage, the squad determines their total armor (if any).
Determine a squads total armor for the unit as a whole, not per model.

The squad subtracts their total armor from the total damage. This is the final damage.

Determine the number of models in the danger zone. This is the number of health tracks that
may be damaged.

Record the damage taken on the squads tracker card beginning with any previously damaged
health track. When a health track is completely filled, apply any remaining damage to the next
health track until all damage has been applied.

If a unit takes enough damage that all of the models in the danger zone are destroyed and any
damage remains unassigned, then the excess is ignored and does not carry over to any
additional models in the unit.

REMOVING CASUALTIES
For each health track that is filled, the controlling player chooses a model that is in the squad
and in the danger zone and removes it from play.

A squad is destroyed once all its models are removed from play. Remove its unit card from the
dashboard.

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

COORDINATED ATTACK
All models in a squad are considered to have the Coordinated Attack ability as described in
Abilities, page XX.

COVER
If at least half of the models in the danger zone have cover, then the entire squad is considered
to have cover.
SQUADS AND VICTORY CONDITIONS
Designate one model from the squad as the active member when interacting with objectives and
tokens.

Squads may not interact with objectives or tokens while broken. If the squad has retrieved a
condition token, it immediately drops the token after it becomes broken.

When a squad drops a token, place the token on the battlefield anywhere in contact with a
model from the squad.

When depositing a token, any model from the squad may be chosen as the active member.

Full rules for victory conditions are found on p


age XX.

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 pieces
size determines if it blocks LoS and how difficult it is for models to move over it.

To determine a piece of terrains 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.

Terrain cannot be targeted by an action, suffer damage, or be destroyed unless it has the
Wreck-It trait discussed below.

Terrain cannot be activated or take any actions.

OPEN GROUND
Normal, flat, unobstructed terrain is considered open ground. Open ground does not hinder
movement in any way. The following objects are considered open ground:

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


The horizontal surface of any piece of terrain (e.g. walkways or platforms)

Sloping surfaces (e.g. ramps or hills)

xxx SIDEBAR xxx


The units in Relic Knights are epic individuals equipped with all manner of thrusters,
rockets, super strength, esper infused abilities, or 50 feet of good strong rope. This
allows them to easily ignore or ascend surfaces mere mortals could not.
xxx SIDEBAR xxx

ELEVATION
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.

When a unit contacts terrain of an equal or greater size, the unit cannot ignore the vertical
distance moved. In these cases, a model must either climb or scale the piece of terrain.

CLIMB
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 units 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
When a unit contacts terrain with a size too great to climb, it may scale the terrain. To scale a
piece of terrain, the unit must be in contact with the terrain at the end of its initial move.

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

In order for a squad to scale a piece of terrain, at least one model must be in contact with the
terrain. All other models in the squad must be within 3 of the terrain. All models must be able to
be placed at the top, in cohesion.

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.

If a unit falls from terrain with a size equal to or greater than the units size, it suffers Damage 3.

If a unit falls from terrain with a size greater than twice the units size, it suffers Damage 5.

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.

Units that suffer damage as a result of falling may use secondary defense actions or abilities as
described in Passive Damage, page XX.

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

ENGAGEMENT AND ELEVATION


A model is engaged with a model on terrain with a different elevation if the model on the lower
piece of terrain has a size equal or greater than the difference of the size of the two pieces of
elevated terrain the models are on, and the models are within 2 of each other horizontally. As
usual the 2 models or units must have LoS to each other to be engaged.

Example: A size 2 model is standing on a size 4 piece of elevated terrain. A size 3 model is on
size 2 terrain, in contact with the size 4 terrain and in a position that would cause the models to
be within 2 of each other horizontally. The difference in size of the elevated terrain is 2. Since
the size 3 model is of equal or greater size than the difference in elevation, the models are
engaged.

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

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 g ap. 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 terrain3 across the gap + 4 for the elevation difference +1 to reach a place that the
models base can physically sit unaided = 8.

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

Terrain need not have a trait. Complex pieces of terrain can have multiple traits. You can even
assign traits only to specific areas of a piece of terrain to create different effects depending on
where a unit is in the terrain.

xxx SIDEBAR xxx


BRING IT TO LIFE
Terrain is much more interesting when the pieces have a purpose beyond just affecting
movement and LoS. We encourage you to create your own traits to make your battlefield feel
like a living world. Areas of standing water (for swamps or flooded ruins), shifting ground
(representing sand or snow), and lingering rifts (the aftereffects of Noh technology) add
character and tactical challenges to every game.
xxx SIDEBAR xxx

BROKEN GROUND
Broken ground represents terrain that slows or otherwise restricts movement. Broken ground
can include water features, treacherous ruins, or even simply cautious movement through a
minefield.

Units ending their initial move in broken ground cannot make a follow-up movement.
CRYSTAL GROWTH
Terrain with crystal growth has been overrun by the esper crystals that precede the Calamity.
Esper crystals grow anywhere. Any piece of terrain can have crystal growth.

Units beginning their activation in contact with a piece of terrain with crystal growth gain 1 held
esper.

DOOR
Terrain with a door can only be entered by one or more specified access points. Terrain with a
door can include undestroyed buildings, access hatches, and ship interiors.

When you give a piece of terrain the door trait, designate specific points on the the terrain as the
doors. Units may only enter the terrain through the doors.

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

A unit in contact with a piece of fortified terrain increases all defense skills by 1.

LIFT
Terrain with the lift trait has some means to allow units to change elevation as part of the terrain.
Lift terrain can include ladders, elevators, and turbo-lifts.

Units in contact with lift terrain ignore the vertical distance moved when changing elevation on
the terrain.

PORTAL
Portal terrain represents a piece of terrain that is connected to another piece of terrain or point
on the battlefield. Portal terrain includes teleport arrays, rift generators, and wormholes.

When you give a piece of terrain the portal trait, you must also give another piece of terrain the
portal trait.

When a unit moves in contact with a piece of terrain with portal, you may immediately place it in
contact with another piece of terrain with portal. If the unit did not use all of its movement before
coming in contact with the portal, it may continue its move.

PROTECTION [X]
Most pieces of terrain provide some form of protection. Terrain with this trait shields and
prevents damage to the units behind it. Protection includes hedges, barricades, bunkers,
trenches, and other defensive positions.
When a unit has cover from a piece of terrain with protection, the unit increases its armor by the
number indicated.

When you give a piece of terrain the protection trait, you must assign it a number value to
indicate how much protection it provides.

xxx SIDEBAR xxx


PROTECTION EXAMPLES
Protection 1: Dense wood or thicket
Protection 2: Concrete barriers, ruins, and nonmilitary buildings
Protection 3: Trenches and military buildings
Protection 4: Ship blast doors or bunkers
xxx SIDEBAR xxx

STOCKPILE
Terrain with the stockpile trait contains weapons and ammunition. Terrain with stockpile can
include military outposts, armories, and ship weapon lockers

A unit in contact with a piece of terrain with stockpile increases all attack skills by 1.

TREACHEROUS [X]
Treacherous terrain is particularly dangerous, potentially harming units that come in contact with
it. Treacherous terrain can include particularly dangerous ruins, minefields, or even deadly living
organisms who inhabit or actually a re the terrain.

When a unit begins its activation on or moves into contact with treacherous terrain, it suffers an
amount of damage indicated by the number.

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

Windowed terrain does not block LoS.

WRECK-IT
Terrain with wreck-it is particularly unstable, fragile, or can otherwise be destroyed by units on
the battlefield. 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.
EXAMPLES
This section includes a small sample of terrain to provide ideas to build your battlefield.

BARBED WIRE
Traits: Broken Ground, Treacherous 2
Size: 1

BARRICADE
Traits: Protection 2
Size: 1

SECURITY TOWER
Traits: Protection 3, Stockpile
Size: 8

BUNKER
Traits: Fortified, Protection 4, Wreck-it
Size: 3
Armor: 3
Health: 20

RUINED BUNKER
Traits: Broken Ground, Protection 2
Size: 3

MINEFIELD
Traits: Broken Ground, Treacherous 5
Size: 0

RIFT GATE
Traits: Portal, Wreck-it
Size: 6
Armor: 1
Health: 10

OVERGROWN BUILDING
Traits: Crystal Growth, Door, Lift, Protection 2, Windowed
Size: Second Floor 3, Third Floor 6, Roof 10

xxx DIAGRAM xxx


Complex Terrain
Overgrown Building
xxx DIAGRAM xxx

VICTORY CONDITIONS
Victory conditions are special tasks or goals that players must accomplish to achieve victory.
Accomplishing each victory condition earns players victory points (VP). To win the game,
players must accumulate a specific number of victory points that varies with the game size (i.e.
Encounter and Skirmish require 8 VP, Conflict and Battle require 12 VP).

During each players clean-up, all players determine which victory condition(s) they have
accomplished (if any) and add the VP value to their victory point total. The first player to gain the
required number of VP wins, and the game immediately ends.

Players never lose victory points even if later events undo the conditions that granted the VP.

Example: When players achieve the Secure Perimeter primary condition, they gain 5 VP. They
retain those VP even if, later in the game, they lose the necessary secured tokens.

There are two types of victory conditions: destruction, and scenario. All players may accomplish
destruction and scenario conditions in every game. The scenario conditions are determined for
the game during setup.

XXXXX CALLOUT XXXXXX


VICTORY CONDITIONS
6 VP Primary Scenario
5 VP Destruction (Relic Knight or Avatar Slayer)
3 VP Secondary Scenario
3 VP Destruction (Questing Knight Slayer)
3 VP Wildspace
3 VP Darkspace
1 VP Destruction (Unit Killer)
XXXXX CALLOUT XXXXX

WIPEOUT
If all of the hero units in a players cadre are destroyed, they lose the game regardless of the
number of victory points earned.

OBJECTIVE MARKERS
Objective markers (objectives) represent various objects, locations, or goals that are important
to your cadre. Each player always deploys one primary objective and two secondary objectives.
These three markers cost no points and are used in every game.
XXXXX SIDEBAR XXXXX
(use icons from the cards)
OBJECTIVE MARKER ATTRIBUTES
Primary
Base: 50mm
Size: 3
Armor: 2
Health: 25

Secondary
Base: 50mm
Size: 3
Armor: 1
Health: 15
XXXXX SIDEBAR XXXXX

bjective Markers, page XX, objectives also have the


In addition to the marker rules found in O
following special rules.

DESTROY
Units may attack and destroy enemy objectives normally. Objectives have no defense skills and
do not draw additional cards.

HEAL
Units may heal friendly objectives normally. In addition, any unit in contact with a friendly
objective may use its action to heal the objective by spending one or more held esper. Each
held esper spent heals 3 damage on the objective.

POWER
A unit may use its action to add one power token to any single objective (friendly or enemy) in
contact with it. An objective may have any number of power tokens, friendly or enemy. Power
tokens may not be retrieved. An objective with a power token is called a powered objective.

Powered objectives create effects that cover the entire area within 3 of the edge of the
objective, including the objective itself. A unit within this AoE gains the powered objectives
effects. There are three types of power tokens: infuse, sabotage, and secure.

INFUSE
Infused objectives have been charged with esper. A unit in the area of an objective powered by
one or more friendly infuse tokens gains 1 free esper of any type when performing its action.
Units may only use this esper to initiate their actions and may not use it for presses. A unit must
spend 1 held esper to add an infuse token to an objective. The infuse effect is a buff.

SABOTAGE
Sabotaged objectives have been damaged or subverted to the enemys benefit. Sabotage
tokens may not be removed. A unit in the area of a friendly objective powered by one or more
sabotage tokens, friendly or enemy, reduces all defense skills by 1. The sabotage effect is a
debuff.

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

DRAIN
A unit in contact with an objective may use its action to drain the objective. When a unit drains
an objective, remove one enemy infuse or secure token.

CONDITION TOKENS
Most victory conditions require that units interact with or create tokens of a specific type (such
as conservation tokens, cargo tokens, etc.). These tokens are called condition tokens. Units
may interact only with friendly condition tokens, and only friendly condition tokens can be used
to fulfill victory conditions, unless specified otherwise.

RETRIEVE
A unit that ends its initial move in contact with an objective may use its action to retrieve a
condition token from the objective. This creates a new condition token that the unit retrieves.

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

When a unit retrieves a condition token, place the token on the units card. The unit carries the
token until it either drops or deposits the token.

A unit may only carry one condition token at a time.

DROP
At the beginning of its initial or follow-up move, a unit carrying a condition token may choose to
drop it.

When a unit drops a token, place the token on the battlefield anywhere in contact with a model
in the unit.

DEPOSIT
To deposit a condition token, the unit carrying the token must end their initial or follow-up move
in contact with the deposit location specified by the scenario condition. Remove the token from
the units card. The condition token has been deposited. Depositing a condition token does not
cost an action.

Once a condition token has been deposited, it is removed from play and cannot be interacted
with again.

A unit cannot retrieve and deposit a condition token in the same activation.

xxx DIAGRAM xxx (Same diagram from Game Setup)


ESPER PRIMARY SECONDARY
Creation Icon Conservation Defense of Life
Law Icon Secure Perimeter Siege
Corruption Icon Espionage Assassination
Entropy Icon Tear it Down Carnage
Chaos Icon Heist Anarchy
Essence Icon Grand Conjunction Realign

ESPER CONDITION
Void Icon Calamity
Wild Icon Crystal Harvest
xxx DIAGRAM xxx

xxx SIDEBAR xxx


CUSTOM CONDITIONS
Knights go into battle for a myriad of reasons. Players should feel free to customize and create
new victory conditions. New conditions can be themed around a battle from the book or the
setup for an epic grudge match between two favored opponents.

Likewise, modifying the number of victory points needed to win can change the speed of the
battle. Fewer required victory points creates a fast format perfect for a lightning raid. Requiring
more victory points can increase the game time to create a long, bitter conflict of attrition.
xxx SIDEBAR xxx

PRIMARY CONDITIONS
6 VICTORY POINTS
A total of 6 victory points can be scored from the primary condition by each player. Once 6 VP
have been scored by a player by completing the tasks outlined by the condition then a player
can no longer score points from that condition. Use the primary esper type on the card flipped
when determining scenario conditions to determine both players primary condition.

XXXXX Place appropriate Esper Icon next to each condition XXXXX


CREATION - CONSERVATION
Whenever you retrieve a conservation token from an enemy objective and deposit it at your
primary objective Flip 3. If you flip a [creation] score 2 VP. If your primary objective is no longer
in play then you may return conservation tokens to either of your secondary objectives in an
attempt to score points.

LAW - SECURE PERIMETER


Whenever you place a secure token on an enemy objective Flip 3. If you flip a [law] score 2 VP.

CORRUPTION - ESPIONAGE
lip 2. If you flip a [corruption]
Whenever you place a sabotage token on an enemy objective F
score 2 VP.

ENTROPY - TEAR IT DOWN


Whenever you destroy an enemy objective F lip 4. If you flip a [entropy] score 2 VP. If all enemy
objectives are destroyed and you havent scored 6 VP from this condition you then score the
difference between how many VP you have scored from this objective and 6.

Example: you have scored 2 VP from Tear it Down when you destroy the last enemy objective.
The difference between 2 and 6 is 4 so you score 4 VP.

CHAOS - HEIST
Whenever you deposit a heist token retrieved from an enemy objective at any board edge Flip
3. If you flip a [chaos] score 2 VP.

ESSENCE - GRAND CONJUNCTION


lip 3. If you flip a [essence] score
Whenever you place an infuse token on an enemy objective F
2 VP.

SECONDARY CONDITIONS
3 VICTORY POINTS
A total of 3 victory points can be scored from the secondary condition by each player. Once 3
VP have been scored by a player by completing the tasks outlined by the condition then that
player can no longer score points from that condition. Use the secondary esper type on the card
flipped when determining scenario conditions to determine both players secondary condition.

XXXXX Place appropriate Esper Icon next to each condition XXXXX


CREATION - DEFENSE OF LIFE
After deployment, your opponent chooses 3 units in your cadre. Place a life token on each
chosen units card. Whenever you deposit a life token at any point along a board edge other
than the one closest to the unit that started with the life tokens starting position Flip 2. If you flip
a [creation] score 1 VP.

LAW - SIEGE
Whenever you place a secure token on one of your objectives Flip 2. If you flip a [law] score 1
VP.

CORRUPTION - ASSASSINATION
Before deployment, your opponent chooses a non-Knight unit in their cadre. The chosen unit is
carrying the intel. Whenever you deal damage to the unit with an attack F lip 3. If you flip a
[corruption] score 1 VP. If you destroy the unit with an attack and you havent scored the full 3
VP from this condition, score the difference.

ENTROPY - CARNAGE
lip 2. If you flip a [entropy] score 1 VP.
Whenever you deal damage to an enemy unit F

CHAOS - ANARCHY
lip 2. If you flip a [chaos] Score 1 VP.
When you place a Sabotage token on an objective F

ESSENCE - REALIGN
lip 4. If you flip a [essence] score
Whenever you place an infuse token on an enemy objective F
1 VP.

DARKSPACE CONDITION
3 VICTORY POINTS
A total of 3 victory points can be scored from the darkspace condition by each player. Once 3
VP have been scored by a player by completing the tasks outlined by the condition then that
player can no longer score points from that condition. If a void card is flipped, the Calamity
victory condition will also be used for the game and another card is flipped. The Calamity
condition is available in addition to the primary and secondary victory conditions set by the
following card.

XXXXX Place Void Icon next to condition XXXXX


VOID - CALAMITY
When a unit is in contact with any enemy objective, it may use its action and spend one held
esper to retrieve a calamity token.

A unit that starts its activation within 3 of a unit with a calamity token loses 1 held esper. This
doesnt affect the unit with the calamity token.
A unit may deposit a calamity token on any enemy unit. The unit the token is deposited on loses
all held esper. Remove the calamity token from play.

Whenever you deposit a calamity token on an enemy unit or at any board edge F lip 1. If you flip
at least 1 [chaos], [corruption], or [entropy] score 3 VP. Once you have scored 3 VP from this
condition you can no longer retrieve calamity tokens.

WILDSPACE CONDITION
3 VICTORY POINTS
A total of 3 victory points can be scored from a wildspace condition by each player. Once 3 VP
have been scored by a player by completing the tasks outlined by the condition then a player
can no longer score points from that condition. If a wild card is flipped, the Crystal Harvest
victory condition will also be used for the game and another card is flipped. The Crystal Harvest
condition is available in addition to the primary and secondary victory conditions set by the
following card.

XXXXX Place Wild Icon next to condition XXXXX


WILD - CRYSTAL HARVEST
A unit in contact with a friendly objective may use its activation and spend 1 held esper to
retrieve a crystal token.

A unit carrying a crystal token may spend 1 esper of any type when performing its action. This
esper may only be used to initiate an action and may not be used to pay for presses.

Whenever you deposit a crystal token at any board edge F lip 1. If you flip at least 1 [creation],
[essence], or [law] score 3 VP. Once you have scored 3 VP from this condition you can no
longer retrieve crystal tokens.

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

AVATAR OR KNIGHT SLAYER


5 VICTORY POINTS
Avatar or Relic Knight Slayer is accomplished anytime you cause an enemy Avatar or Relic
Knight to be destroyed. In games with multiple Avatars or Knights, you may accomplish this
condition multiple times. Avatar or Knight Slayer replaces the Unit Killer victory condition, so you
only score a total of 5 victory points for destroying a Relic Knight or Avatar; not 5 and then
another 1 because of Unit Killer.
QUESTING KNIGHT SLAYER
3 VICTORY POINTS
Questing Knight Slayer is accomplished anytime you cause an enemy Questing Knight to be
destroyed. In games with multiple Knights, you may accomplish this condition multiple times.
Avatar or Knight Slayer replaces the Unit Killer victory condition, so you only score a total of 3
victory points for destroying a Questing Knight; not 3 and then another 1 because of Unit Killer.

UNIT KILLER
1 VICTORY POINT
Unit Killer is accomplished anytime you cause an enemy unit to be destroyed. This condition
may be accomplished multiple times, once for each unit you destroy.

BUFFS AND DEBUFFS


Buffs are actions that only affect friendly models.

Debuffs are actions that only affect enemy models.

BOOSTS
Boosts represent the myriad forms of technology, gear, or artifacts a cadre will bring to battle.
Boosts are markers that you may purchase for your cadre in addition to other units.

xxx SIDEBAR xxx


BOOST MARKER ATTRIBUTES
Base: 30 mm
Size: 1
Armor: 2
Health: 8
xxx SIDEBAR xxx

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

2 - AMMO DROP: Friendly units within 3 of Ammo Drop increase their ranged attack skill by 1.
Ammo Drops effect is a buff.

1 - COMBAT STIMULANTS: Friendly units within 3 of Combat Stimulants increase their melee
attack skill by 1. Combat Stimulants effect is a buff.

2 - DAMPENING FIELD: Friendly units within 3 of Dampening Field gain Armor 1. Dampening
Fields effect is a buff.
3 - KINETIC DAMPENER: No unit, friendly or enemy, within 3 of Kinetic Dampener may make
a follow-up movement.

3 - MEDIKIT: A friendly unit in contact with Medikit may use its action to flip 3 cards. Heal 1
damage for each point of Creation. Medikits effect is a buff.

2 - PROXIMITY MINE: When any unit, friend or enemy, moves within 3 of Proximity Mine, that
unit suffers 4 damage. After resolving damage, remove the marker from play.

2 - PSYCHIC AMPLIFIER: Friendly units within 3 of Psychic Amplifier increase their psychic
attack skill by 1. Psychic Amplifiers effect is a buff.

GAMES WITH MULTIPLE PLAYERS


While most games of Relic Knights involve two opponents, you can stage larger games with
three or more players. Rules for a multiple-player game of Relic Knights are largely the same as
rules for a two-player game. All of the ways multi-player games differ from a normal two player
game are outlined in this section.

Multiple player games require more room to play. We recommend at least a 4 x 4 battlefield for
three to four players. If five or more players are participating, or if the game size is a Clash or a
Battle, we recommend a 6 x 4 battlefield.

Actions in multiple player games are straightforward. Only the acting player and the defending
player (if any) participate.

If the result of an action draws other players into the action, they may respond as normal.

All players participate in the clean-up phase. Any player who was not the acting player is
considered a defending player.

There are two types of multi-player games, Team Matches and Free For All.

FREE FOR ALL


A Free for All is a game where every player opposes every other player on the field. In a Free
for All, all units that are not your own are considered enemy units.

To determine the Champion and Villain in a 3 or more player free for all game, all players should
flip three cards. The player that scores the most esper matching their cadres affinity gets to
choose which player will be the Villain. After the Villain has deployed first, deployment proceeds
clockwise around the table from them, follow the same procedure for setting each players ready
queue. Once deployment is over the player to the right of the Villain is the Champion and
activates first. Play then proceeds clockwise around the table.
In a Free for All, players take turns activating units as normal, proceeding through the player
order as established during Game Setup.

In a Free for All, each player is attempting to complete their own victory conditions. The first
player to gain enough victory points wins.

TEAM MATCH
A Team Match consists of games played by teams of two or more players. When playing a
Team Match, any unit on your teamwhether controlled by you or another playeris
considered a friendly unit.

If you are playing a Team Match, each player on a team maintains their own dashboard, hand,
and esper deck. For all other purposes, consider each team as a single player during game
setup.

In a Team Match, teams take turns activating units. During a teams turn, only a single unit may
activate, but it may be a unit from any players ready queue on that team.

In a Team Match, each team only has a single set of three objectives. Each team gains victory
points as though they were a single player.

TRAITS
AGHA: The unit is an Agha, also known as demon hounds or Hounds of Nozuki. Agha are the
most common Noh beast of war.

BEAST: The unit is an animal, monster, or other low-intelligence creature bred or trained for
war.

BLACK DRAGON: The unit is a member of the Black Dragons, Black Diamonds elite heavy
infantry.

BLESSED: The unit is a member of the Blessed, the Noh Empires priest caste.

CASTELLAN: The unit is a Castellan pattern mecha. The Castellan is a versatile military mecha
exclusive to the paladin orders of The Six Peers.

CHEE: The unit is a member of the chee species. The chee species is entirely artificial and
mechanically created and then given sentience through access to the Chee Interspace Network.
The level of intelligence a chee possesses can vary dramatically depending on the neural matrix
given to it by its parents at the time of creation.
CODEBREAKER: The unit is a member of the Codebreaker Project, a secret operation seeking
to unlock and harness the origins and power of the cyphers.

CODIFIER: The unit is a member of the Codifier order. Codifiers are the Doctrines most
common academy trained and sanctioned esper users. Codifiers are ubiquitous in Doctrine
space and oversee many of the Doctrines duties and functions.

CONSTRUCT: The unit is created and functions due to artificial, nonmechanical means.
Typically, this is the result of esper infusion or binding with an inanimate object. Constructs have
varying degrees of intelligence and awareness based on their purpose and the methods used in
their creation.

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

DAHON: The unit is a Dahon, brutish beasts from the demon realm of Nozuki. Dahon are
known for their wild and unpredictable temperamental.

DIAMONDBACK: The unit is a Diamondback pattern mecha. Diamondbacks are by far the most
common mecha in Black Diamonds service but are not exclusive to that organization.

DIAMOND CORPS: The unit is a member of the Diamond Corps, Black Diamonds largest
division of security services.

DIVINES: The unit is a known worshipper of the Divines, deities whose six aspects reflect the
six forms of esper.

GOMANDI: The unit is a member of the Cult of Gomandi, the severed head of Nozuki who
provided his wisdom and insight.

HATRIYA: The unit is a member of the Hatriya, the Noh Empire warrior caste. The Hatriya value
martial discipline and personal honor.

HELLS BELLE: The unit is a member of the Hells Belle biker gang, a low-level but rapidly
expanding underworld racing syndicate on Cerci Prime.

HUMAN: The unit is of the human species. Humans are the most prolific and diverse species in
the galaxy, a trait that often leads them into conflict with other species.

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

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

LOREKEEPER: The unit is a member of the Lorekeeper order. Lorekeepers are Doctrine esper
users who are practiced in martial and tactical disciplines. Lorekeepers make up the ruling order
of the Doctrines military and defense forces.

MALEAACH: The unit is a member of the maleaach species. The maleaach are self-described
Disciples of the Void and ride at the head of the Darkspace Calamity.

MARMOD: The unit is a member of the marmod species. The marmod are a peaceful species
who are often commended for their good company, insight, and ability to digest anything.

MECHA: The unit is primarily composed of mechanical or artificial components but requires a
separate, intelligent operator to function. This can be a pilot, a remote operator, or an installed
consciousness.

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

NOVITIATE: The unit is an untrained Doctrine esper user who has enrolled in an academy or
otherwise apprenticed to a Doctrine teacher. Novitiates have not yet joined any order.

NOZUKI: The unit is a member of the Cult of Nozuki, the Nohs demonic hydra god.

PARAGON: The unit is a member of the Paragon discipline, The Order of the Shattered
Swords elite heavy infantry.

PIRATE: The unit survives through piracy: thieving, looting, drinking, and murderingbasically,
living the life of a rogue and loving it.

PIT CREW: The unit is the member of a mechanic crew and oversees the building and
maintenance of a wide variety of mechanical vehicles.

PURIFIER: The unit is a member of the Purifier discipline. The Purifiers specialize in battlefield
triage and care for The Order of the Shattered Sword.

RACER: The unit lives for speed and is a participant in racing circuits, both legal and illegal,
throughout the galaxy. The most renowned racers are those of the Cerci Speed Circuit.

ROBOTIC: The unit is mechanically created and entirely artificial. Robotic units possess no
sentience or intelligence beyond that which is encoded in their programming.

SARVA: The unit is a member of the Sarva, the Noh Empires scouting and infiltration caste.
SLAVER: The unit captures other living beings, using them for service, sale, or sacrifice. The
most notorious slavers are the Noh Empire slaver caste.

SQUAD: The unit is a squad and consists of multiple models functioning as a cohesive whole.

SWORDSWORN: The unit is a member of the Swordsworn discipline, The Order of the
Shattered Swords largest active combat discipline.

TONNERRIAN: The unit is a member of the tonnerrian species. The tonnerrian species is built
on martial traditions and devotion to the Divines.

ORDER OF OPERATIONS
1. GAME SETUP
a. Game Size
b. Recruit Cadre
c. Champion and Villain
d. Scenario Conditions
e. Create Battlefield
f. Deployment (All steps begin with Villain)
i. Deploy Objectives
ii. Deploy Boosts
iii. Deploy Remaining Units
iv. Resolve unit After Deployment effects
v. Resolve scenario After Deployment effects
vi. Resolve all other After Deployment effects
g. Set Ready Queue
i. Villain sets the queue
ii. Champion sets the queue
iii. Any additional players set the queue
h. Draw First Hand
i. Champion takes first turn, proceed to 2. Beginning the Turn

2. BEGINNING THE TURN


a. Move leftmost hero unit or placeholder card to the active slot.
i. Slide all ready cards left
ii. Choose if a minion will be activated this turn
1. If yes, place the minion unit card in the minion slot
b. If the card in the active slot is a placeholder card perform one of the following
actions, then proceed to 4 . Clean-up
i. Move a friendly unit 3"
ii. Heal 2 damage from any friendly unit
c. Resolve beginning of activation effects
d. Proceed to 3. Activation

3. ACTIVATION
a. Initial Movement
i. Resolve beginning of move effects
ii. Make initial move
1. Resolve during move effects
iii. If unit is a squad, repeat 3.a.ii. until each model in squad has moved
iv. Stop initial move
1. Resolve end of move or stop effects
b. Take Action
i. If taking a non-combat action, proceed to 5 . Actions
ii. If taking a combat action, proceed to 6 . Combat Actions
c. Follow-up Movement
i. Resolve beginning of move effects
ii. Make follow-up move
1. Resolve during move effects
iii. If unit is a squad, repeat 3.c.ii. until each model in squad has moved
iv. Stop follow-up move
1. Resolve end of move or stop effects
d. Activation ends, proceed to 4 . Clean-up

4. CLEAN-UP
a. End of activation effects resolved
b. Determine victory points gained
i. If any player has achieved enough victory points to
declare a winner, the game ends
c. Card in the active slot is placed in the idle section
d. If a unit card is in the minion slot, place it in the active slot
i. Proceed to 2 .b Resolve beginning of activation
effects
e. Acting Player
i. Reset hand to 5 cards
1. If hand is larger than 5 cards,
discard down to having 5 cards in hand
2. If hand is 5 or fewer cards
a. Discard any number
of cards
b. Draw cards until 5
cards are in hand
f. Defending Player
i. If hand is larger than 5 cards, discard down to
having 5 cards in hand
ii. If hand is fewer than 5 cards, draw until 5 cards are
in hand
g. If no unit card is in the minion slot
i. Acting player resets their queue
ii. Defending player resets their queue
h. Next player begins their turn, proceed to 2 . Beginning the Turn
5. ACTIONS
a. If unit is a squad, designate active member
b. Pay cost to initiate action
i. Excess esper beyond the cost is lost
c. Pay cost to initiate any presses (if any)
i. Excess esper beyond the cost is lost
d. Resolve effect of action plus presses
e. Proceed to 3.c. Follow-up Movement

6. COMBAT ACTIONS
a. If unit is a squad, designate active member
b. Active unit determines a target
c. Active unit pays cost to initiate action
i. Excess esper beyond the cost is lost
d. Resolve effects that increase skill
e. Resolve effects that decrease skill
f. Active unit and target draw additional cards
g. Active unit pays cost to initiate any presses (if any)
i. Excess esper beyond the cost is lost
h. If target is using a primary defense, proceed to 7 . Guard
i. Target is hit
i. Proceed to 8 . Resolve Hit Effects
j. If target is using a secondary defense
i. target pays cost to initiate action
1. Excess esper beyond the cost is lost
ii. target pays cost to initiate all presses (if any)
1. Excess esper beyond the cost is lost
k. Proceed to 9. Apply Damage

7. GUARD
a. If target is using Guard
i. target pays cost to initiate action
1. Excess esper beyond the cost is lost
ii. target pays cost to initiate any presses (if any)
1. Excess esper beyond the cost is lost
iii. the attack hits
. Resolve hit effects
1. Proceed to 8

8. RESOLVE HIT EFFECTS


a. Resolve Pull
b. Resolve Charge
. Apply Damage
c. If target is using Guard proceed to 9
d. If target did not use a Guard Proceed to 6.J

9. APPLY DAMAGE
a. Determine total damage
b. Determine total armor
i. Resolve Piercing
c. Determine final damage
d. Record damage
e. If target is reduced to zero health
i. remove model(s) from battlefield
ii. place units tracker card in dead pile
f. Resolve Recover
g. Proceed to 10. Resolve After Action Effects

10. RESOLVE AFTER ACTION EFFECTS


a. If caused by active unit
i. Resolve Blast
1. If unit suffers damage, proceed to 9. Apply Damage
ii. Resolve Push
1. If unit suffers damage, proceed to 9. Apply Damage
iii. Resolve Compel
1. If unit suffers damage, proceed to 9. Apply Damage
iv. Resolve Overrun
1. If unit suffers damage, proceed to 9. Apply Damage
v. Resolve Feint
vi. Resolve Repair
vii. Resolve Knockback
viii. Resolve Lifeleech
ix. Resolve Reave
x. Resolve Heal
b. If caused by target
i. Resolve Backlash
1. If unit suffers damage, proceed to 9. Apply Damage
ii. Resolve Push
1. If unit suffers damage, proceed to 9. Apply Damage
iii. Resolve Feint
iv. Resolve Unstoppable
v. Resolve Repair
vi. Resolve Knockback
vii. Resolve Lifeleech
viii. Resolve Reave
ix. Resolve Heal
c. Active unit resolves Unstoppable
d. Proceed to 3.c. Follow-up movement

ABILITIES
ACT AS ONE: Models in a squad with Act As One are always considered to be in cohesion and
are never broken.

Units with Act As One must deploy in 3 cohesion as normal but may move further apart with
later movement.

AEGIS: If a unit with Aegis is in the window between an enemy making a ranged attack and
rmor 1.
another friendly unit, the friendly unit gains A

ARMOR [X]: A unit with Armor reduces the damage taken from each source by the number
indicated.

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

BACKLASH [X]: (After Action) When a unit attacks a target that has Backlash, the active unit
suffers an amount of damage equal to the number indicated. If the attack removes the target
from play, Backlash has no effect. Backlash takes effect regardless of the type of attack.

BELLIGERENT: All units, friend or enemy, that stop in contact with a unit with Belligerent suffer
Damage 3.

BLAST [X]: (After Action, Forced Move) When a model is affected by Blast, all models, friendly
or enemy, within 3 of the target model are pushed directly away from it the number of inches
indicated. The target model is then pushed the same number of inches directly away from the
source of the Blast.

BRUTALITY: When a squad with Brutality damages an enemy unit with a melee attack, the
damage increases by 2 for each additional model from the squad that is engaged with the
target, instead of by 1 as normally granted by Coordinated Attack.

BUFF: Buffs are actions that only affect friendly models.


xxx SIDEBAR xxx
FYI...
After Action and Hit refer to when the effect is resolved, page XX.
Free Move and Forced Move refer to the type of movement the ability provides, p
age XX.
xxx SIDEBAR xxx

CADRE MASCOT: A Cyphers card can be put in the ready queue like a heros card if you so
choose. While in the ready queue a Cyphers card cannot be put into the minion slot. When a
Cyphers unit card moves from the ready queue to the active slot all friendly hero units within 6
inches of the Cypher, that have LoS to the Cypher, gain 1 Held Esper.

CHANNEL ESPER: A unit with Channel Esper gains 1 held esper at the beginning of its
activation.

CHARGE [X]: (Hit, Free Move) A unit taking an action with Charge must move toward the target
up to the number of inches indicated. The movement stops if the unit engages the target or
contacts another object it cannot move through.

A unit may take a melee attack action that includes Charge as part of its description or presses
when it is not engaged with the target, but only if the Charge distance is sufficient to bring the
active model into being engaged with the target.

If the unit cannot end its Charge move engaged with the target, the melee attack automatically
misses, and the unit remains in its original position. No effects of the attack happen.
Immediately resolve the remainder of activation as if no action was made. Cards spent to initiate
the failed action are still discarded.

COMPEL [X]: (After Action, Forced Move) When a unit is affected by Compel, move the unit in
any direction up to the number of inches indicated.

CONCERT: Squads with Concert gain special presses that they may only use when the named
model has LoS to the target for ranged and psychic attacks or is engaged for melee attacks.

COORDINATED ATTACK: When a squad with Coordinated Attack inflicts damage on an


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

When performing a psychic attack, the damage is increased by 1 for each additional model in
the squad that has LoS to the target.

When performing a melee attack, the damage is increased by 1 for each additional model in the
squad that is engaged with the target.
COORDINATED DEFENSE: Increase all of this units defense skills by 1 if any other friendly
unit with Coordinated Defense is in base contact with it.

A squad with Coordinated Defense may receive the bonus if all models in the squad are in
contact with at least one other squad member.

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

CUMBERSOME: A unit with Cumbersome may not make a follow-up move if it took an action.

CYPHER: (Action Effect) An action with Cypher in its description may only target and affect
cyphers.

CYPHER BOND: Each Knight is bonded to the cypher listed on the Knights reference card with
the ability Cypher [Name]. When their bonded Cypher moves from the minion slot to the active
slot, if the Knight is within 6 inches of their Cypher, and has LoS to their Cypher, the Knight
gains 1 Held Esper.

CYPHER [NAME]: Units with this ability include the Cypher that they came packaged with in
their cadre at no additional cost.

DAMAGE [X]: The effect deals an amount of damage equal to the number.

DARKSPACE: The unit is an alternate version of another unique named unit. Darkspace units
may be recruited into your cadre alongside the non-Darkspace version of the unit, provided they
work for the appropriate faction.

DEBUFF: Debuffs are actions that only affect enemy models.

DEFENSIVE FORMATION: When a unit with Defensive Formation is ready, increase all of its
defense skills by 1.

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

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

FLY: A unit with Fly may move over objects and ignores any elevation changes during any free
movement.

FORCE FIELD: When a unit with Force Field is idle, it gains Armor 2.

FORMATION: A model with Formation ignores other members of its squad and other units of
the same name for the purposes of free m
ovement and line of sight.

HEAL [X]: When a unit is affected by Heal, erase a number of filled damage hexes on its card
by the number indicated. If the healed unit is a squad, health tracks that have been completely
filled may not be healed. Heal has no effect on a unit whose health has been reduced to zero or
has otherwise been removed from play.

HEALING AURA [X]: Friendly units that begin their activation within 3 of a unit with Healing
Aura heal by the number indicated.

HEAVY: Reduce any forced movement this unit makes by 3", to a minimum of 0.

KNOCKBACK: (After Action) If a unit affected by Knockback is ready, move its unit card to the
idle section.

LIFELEECH: (After Action) When a unit with Lifeleech removes another unit from play, it heals 3
damage.

LINE: Draw a line, 30mm wide, from the center of the active units base directly through the
center of the targets base and extending to the board edge.

Unless the target successfully guards, every unit along the line is hit, regardless of LoS. If the
target successfully uses a guard, the Line attack only hits the first target.

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

LOOTER: (Free Move) When a unit with Looter retrieves a token, it may immediately move 4.

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

[TRAIT] OFFICER: A unit with this ability may take part of the damage when a unit within 3
inches of them that has the named trait is taking damage. They may take any part of the
damage as determined by their controlling player. They lose Health equal to the amount of
damage they take for the squad so recover and armor do not apply.
OVERRUN [X]: (After Action, Forced Move) When a model is affected by Overrun, move the
model in a straight line directly away from the source of the Overrun by the number of inches
indicated. Then place the active unit in contact with the target model.

PIERCING [X]: When determining total armor, if a unit is affected by Piercing, it reduces its
Armor by the number indicated to a minimum of 0.

If the unit is affected by multiple effects that cause Piercing, add all of the sources together to
determine the total amount of armor reduced.

PSYCHIC CHOIR: When a unit with Psychic Choir makes a psychic attack, the enemys
defense skill is reduced by 1 (to a minimum of 1) if at least two friendly models with Psychic
Choir have LoS to the target.

PULL [X]: (Hit, Forced Move) When a unit is affected by Pull, move the unit in a straight line
directly toward the source of the Pull by the number of inches indicated.

PUSH [X]: (After Action, Forced Move) When a unit is affected by Push, move the unit in a
straight line directly away from the source of the Push by the number of inches indicated.

[PRESS] RAPIDFIRE: An attack with the Rapidfire press may use the press multiple times in a
single activation. Every time a unit uses Rapidfire, apply the effects of the attack and any
non-Rapidfire presses again.

If a target successfully uses a guard action against an attack with Rapidfire, the damage of each
attack in the series of Rapidfire is halved.

Unless guarding, apply Armor separately to each set of damage and effects. Apply Recover
only once, after all the damage has been applied.

REAVE: (After Action) When a unit with Reave removes another unit from play, it gains 1 held
esper. If a minion unit triggers Reave then the closest friendly hero unit gains the Held Esper.

RECOVER [X]: After final damage is applied, a unit with Recover heals the amount of damage
indicated. If the unit benefits from multiple effects that grant Recover, add all of the sources
together to determine the total amount healed.

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

REGENERATE: Squads with Regenerate may heal health tracks that have been completely
filled, up to the starting number of squad members. When a filled health track has at least one
point of damage healed, return the destroyed model to play, placing it in cohesion with the rest
of the squad. If the model cannot be placed in cohesion, the model cannot be healed.

REPAIR [X]: Repair is a special type of healing that only affects units with an inherent Armor of
2 or greater or with one of the following types or traits.
TYPES: Boost, Objective, Relic Knight
TRAITS: Chee, Construct, Cyborg, Mecha, Robotic

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

STEALTH: A unit with Stealth cannot be targeted by ranged or psychic attacks when benefiting
from cover.

SUREFOOT: A unit with Surefoot ignores broken ground.

TEAMWORK: When a unit with Teamwork uses Repair, increase the Repairs value by 1 for
each additional friendly model with Teamwork in contact with the target.

THRUSTERS: A unit with Thrusters gains Fly during its follow-up move.

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

UNIQUE: A player may only include one unique unit of the same name in their cadre.

EG: Knights and Avatars are unique characters, and you may not have two Knights, Avatars, or
heroes that share the same name in your cadre. If a Knight and a hero share the same name,
they cannot be included in the same cadre. If an Avatar and a Knight share the same name,
they cannot be included in the same cadre. If an Avatar and a hero share the same name, they
cannot be included in the same cadre.

UNSTOPPABLE: (After Action, Free Move) After a model with Unstoppable is subject to forced
movement, move the model 2 in any direction.

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