Warmaster Winter Warmer 2027

Seize the Relic

Search six counters to uncover the single true Relic and carry it to victory.

Players make a scouting roll as per page 82 of the Warmaster Revolution Rulebook; the winner picks a long table edge.

Before deployment six Relic counters are placed. The first two are on the centre line, 50cm apart. Each player then places two counters in the opponent's half, one within scenery and one outside scenery. Counters must be at least 30cm apart and cannot be in deployment zones or impassable terrain.

Deployment: as per page 81 of the Warmaster Revolution Rulebook.

Relic counters

Only one counter is the true Relic. An eligible unit ends its movement on a counter and rolls to search:

  • 1st and 2nd counters searched: Relic found on a 6.
  • 3rd and 4th: Relic found on a 5 or 6.
  • 5th: Relic found on a 4, 5 or 6.
  • If the first five do not reveal it, the last counter is the Relic automatically.

Only Infantry, Cavalry and Chariots normally allowed to carry magic items may search/carry it. Units can search one counter per turn. A carrying unit cannot voluntarily drop the Relic and suffers a -1 Command penalty. If it loses a round of combat the Relic is dropped and may be claimed by a winning unit that was in base contact; otherwise it is returned near the original line, at least 1cm from all units. If the carrier is destroyed, it is dropped in place.

Victory conditions: as per page 69 of the Warmaster Revolution Rulebook. Holding the Relic at the end of the game adds 300 VP.

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