Iron and Honor Rules

March 18, 2017 | Author: Francois Oudot | Category: N/A
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Iron & Honor

WARGAMES RULES (order #8522573)

FOR

FANTASY SKIRMISHES

IRON & HONOR Game Design Laljit Sidhu

Cover Illustrations Niam Chou, Swendly Benilia

Interior Illustrations Swendly Benilia, Niam Chou, Eric Lofgren Gary Dupuis, Tamas Baranya

Miniature Painting Greg Cymbalist (Distant Light Miniatures)

Photography Laljit Sidhu

Special Thanks Nils Hedglin

The fate of heroes is forged in battle. (order #8522573)

TABLE OF CONTENTS Introduction The Basics The Fate Pool The Skirmish Party Skills Traits Playing the Game Actions Combat Sorcery Special rules Terrain Encounters

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Foreward & Acknowledgments Like many of you, I have a lot of miniature figures. Some are from wonderful established publishers, others are from defunct companies, and many are from boutique miniature companies. Iron & Honor came out of the desire to be able to put these models on the table. This game is written for collectors and hobbyists. People who want to do more than just admire their collection when they dust the shelves that are now the homes of warriors and sorcerers. The game began as a personal project, but slowly expanded to what you hold in your hands. The game has gone through quite a bit of playtesting over the last year or so. Some of it has been in-house, but I have also received valuable feedback from a number of players around the world. My sincerest thanks to these folks! I would like to add a special thanks to Nils Hedglin. He has provided invaluable feedback throughout the development of the rules. I would also like to thank a number of miniatures manufacturers who were kind enough to allow me to use their miniatures in testing the rules: Black Scorpion Miniatures, Bronze Age Miniatures, Dark Sword Miniatures, Guild of Harmony, and Hasslefree Miniatures. You will find images of some of these miniatures in this book. You can find more details about the manufacturers at the back of this book. The figures you see in this book and on our website were painted by Greg Cymbalist at Distant Light Miniatures. His contact information can be found at the back of this book. Although I am certainly a capable painter, I know my limits. Such fine models deserved a master painter!

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INTRODUCTION Second, and along the same lines, it was important that the models on the table be the focus of the game. In the end, miniature gaming should be about miniatures. Iron and Honor is about telling a story and fighting a battle with well-painted figures on an aesthetically appealing table top. The game is played at the skirmish level with a few models so players field recognizable individuals rather than masses of infantry. And, the character creation rules are designed to be quick to use but still allow each character to be unique.

Iron & Honor is a table top miniature war game for fighting skirmishes with fantasy figures. Two players fight a small scale battle with six to nine miniatures on each side. The game is easy to learn and relatively quick to play, though there is enough depth that it will take time and experience to master. The game was designed around two core premises. First, it was important that Iron & Honor allowed players to use any fantasy miniatures in their collection. The game is not specific to any particular manufacturer or to any particular setting or time period. Plate armored knights can battle against musket wielding pirates. Witches can throw spells at nimble ninja. It is up to the players to decide the narrative behind the conflict and what models to use to enact that narrative.

Of course, players are encouraged to create a narrative for the conflict - to use their imagination to create a setting and choose models that have a coherent theme within that setting. Creating a story and reason for the models on the table can be part of the fun. Alternatively, there is nothing to stop two friends from using the background and miniatures from an already published setting.

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THE BASICS abilities, traits, and skills. In the parlance of gamers, this is referred to as “What you see is what you get” (WYSWYG). For example, if a character is skilled in the use of shields, the figure should have a shield modeled!

What’s Needed to Play? For anyone familiar with miniature table top war gaming, the materials needed to play the game are fairly typical. Most players should have these on hand, but if not they can be purchased from any well-stocked local game store or an online retailer. In order to play Iron & Honor, each player will need to have the following:

The rules, as written, are designed for 28mm figures. The game can be played with any scale, however, as long as the models are individually based. Of course, some adjustments will have to be made for the scale of the miniatures. If 15mm figures are being used, the easiest way is to simply read any measurements and ranges as centimeters rather than inches. For 54mm figures, just double the listed ranges and measurements.

Miniatures First and foremost are the miniatures. Each miniature represents a character able to move and act independently. Each player will need between six to nine figures that have been individually based. It does not matter whether the figures are on round or square bases. The size of the bases doesn’t matter either, but should be dictated by common sense and mutual agreement between the players.

Dice In Iron & Honor, dice are used to control when a particular figure may move and act. Dice are also used to resolve those actions. Each player will need a couple of different sets of dice. First, each player will need six to nine 6-sided dice for deciding when, and how effectively, a particular model acts. These are referred to as activation dice. The exact

For a more enjoyable gaming experience, each miniature should be painted and equipped to faithfully represent his

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number of dice needed will depend on the number of figures the player uses – one die per model. It is critical that each player’s set of dice are of a different color, but otherwise identical. As will be explained later, these dice are drawn blindly from a container, and other than color, should be identical so the draw is not influenced by factors such as size, shape, or texture. Again, one die per model!

Basic Mechanics

Second, another set of four 6-sided dice will be needed for resolving actions. These are referred to as resolution dice. Preferably, each player will have his own four dice, but these can be shared. It is also recommended that these dice be of a different color than the activation dice. This will make it easier to keep track of which dice are which.

Measuring

In order to play the game, players will need to understand some basic mechanics. Most of these should be familiar to anyone with experience playing table top miniature war games. Though, Iron & Honor has its own interpretations of these basic elements.

The distance a model can move, see, and shoot often needs to be measured. Each miniature is a static figure that represents an active and dynamic character shifting and moving across the battlefield. The base of a model represents space controlled by the model. Thus, in the game, distances between models are always measured from the closest point of one model’s base to the closest point of the other model’s base. When measuring any movement made by a character, the entire route traveled (e.g., up and around obstacles) must be taken into consideration.

Playing Surface and Terrain Iron & Honor is played on a gaming surface approximately 3’ by 3’ in size. This represents the battlefield. Just as miniatures are used to represent the characters, terrain will be needed to set the scene. This can include trees, building, and other terrain elements that add to the narrative of the skirmish. As with miniatures, players can use whatever they have on hand that appropriately represents the battlefield of their imagination.

Players may measure at any time during the game. Iron & Honor represents close quarters skirmishing between able combatants. It is presumed that under such circumstances, the characters are capable of judging distances.

Accessories The players will also need a few accessories for handling the game’s mechanics.

All distances are measured in inches.

Facing

Dice Bag: The game requires the players have an opaque container from which to blindly draw the activation dice. It doesn’t matter whether this is a cup or a bag, but in the rules will be referred to as a “dice bag.”

All figures in Iron & Honor have a direction in which they are facing – a front arc and a back arc. A character can only see things that are in its front arc, and there are consequences for being attacked from behind.

Fate Counters: The player will also need counters. Each player should have a set of counters to track Fate as it is spent through a turn. The use of Fate will be explained a little later. The nature of the counters doesn’t matter – beads, coins, or poker chips - as long the players agree.

A model’s front arc is defined by the 180 degree perspective it has in the direction it is facing; the opposite 180 degrees is its back arc. Generally, the front arc will be defined by the position of the model’s head and shoulders. Sometimes, however, a model may have a more dynamic pose that makes such a determination difficulty. In such cases, the model’s front and back arcs should be agreed upon by the players before starting the game. Of course, a model’s base can be marked to define its front and back arcs.

Tape Measure: The players will need a tape measure. This will be used to measure attack ranges and movement distances. Preferably, each player should have their own tape measure, but one can be shared. Pen & Paper: There are certain conditions that will need to be tracked during the game - stealth, being stunned, etc. These can be kept track off on a piece of paper. Alternatively, players may use counters to track such conditions.

As will be explained later, there is no cost to changing a model’s facing; however, the model’s facing may only be changed during its activation.

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a dice bag to decide which player can activate a model. Once a model has been chosen, the die is rolled to determine how many action points a character has available. Action points are spent to move and act.

Line of Sight During the game, there will be times when a player will need to determine whether one of his figures has Line of Sight (LOS). For example, in order for one model to attack or otherwise affect another model, the model must have LOS to the target figure. If models are out in the open, then Line of Sight is usually obvious. Sometimes, however, terrain or other models can get in the way.

The drawing of an activation die from the dice bag is considered activation and the model that is chosen to act, the active model. The activation ends once the active model has spent (up to) his available action points and resolved the resulting actions. A new activation begins with the drawing of another activation die.

When it is not obvious, LOS is determined by simply leaning down behind the model and getting a “model’s eye view” of the area and the enemy model. The model has LOS if a major part of the target model can be seen. A major part is defined as the model’s torso, head, or limbs. If only a peripheral part is visible, the model cannot be seen and the viewing figure does not have LOS. Peripheral parts include hands and feet, weapons and decorative elements. This rule is designed to prevent players from being penalized for having models with dynamic poses or elaborate designs.

Resolution Dice After a figure has been activated, the player rolls 6-sided dice to resolve certain actions the character chooses to perform - resolution dice. Invariably, in a miniature skirmish game, actions that require a dice roll are going to affect the other player. Therefore, resolution dice rolls are always opposed. In other words, when one player rolls resolution dice, the other player will react with his own resolution dice roll. The dice roll of the active player is an active resolution roll; the dice roll of the opposing player is a reactive resolution roll.

Sometimes, a figure has line of sight, but the target may still be partially obscured by a piece of terrain or another model. For example, the target’s head or a limb is visible, or the torso is partially concealed. In such cases, the target benefits from the effects of cover. Cover provides some protection against ranged attacks (see Cover). Generally, unless a model is out in the open, it will benefit from some form of cover.

Most situations will require the players to make a standard resolution dice roll of two six-sided dice, referred to as 2d6. At other times, the players may get to roll three 6-sided dice or even four 6-sided dice - referred to as 3d6 or 4d6, respectively.

Finally, it is important to remember that a model can only have LOS to models in its front arc.

The resulting dice roll is added to a relevant attribute and, depending on the situation, may be modified by bonuses or penalties.

The Action-Resolution System

Again, in Iron & Honor, resolution dice rolls are opposed. So, when the player’s make the opposed rolls, the player who has the higher final result wins the opposed roll. In the case of a tie, the winner is the player making the reactive resolution roll. In other words, ties favor the defender.

The core mechanic for Iron & Honor is the ActionResolution System. In this system, dice are used to determine the flow of the game by determining which player has initiative and how effectively that player’s characters will act - the action element. The actions of the character are then resolved with a simple opposed roll mechanic - the resolution element.

Example: Arjen is swinging his axe at Caterine Ghrim. He rolls 2d6 and the dice show a 2 and a 5. He adds the 7 he rolled to his melee attack attribute of a 5 for a total active resolution roll of 12. Caterine Ghrim rolls 2d6 with the dice showing a 4 and a 5. She adds the resulting 9 to her physical defense attribute of 3 for a final reactive resolution roll of a 12. They’ve tied! In this case, Caterine Ghrim wins the resolution roll and suffers no damage from the attack.

Activation Dice & Action Points In the game, activation dice are used to determine when a character can act and how much they can do when they are allowed to act. As will be explained in detail later (see Turn Sequence), an activation die is drawn randomly from

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Under some circumstances, a player may have multiple opportunities to re-roll dice. Note, however, that no roll may be re-rolled more than once! If a player has different options for re-rolling the dice, the player must choose only one of those options.

Rolling Doubles! Even though planning and skill go a long way, sometimes its good to have luck on your side. If two of a player’s resolution dice show the same number, the player has rolled doubles! Rolling doubles has benefits in the game that are explained later. Critical Double: On occasion, luck may truly favor the player - the player’s dice don’t just show the same number, but show 2 6’s. In this case, the player has rolled a critical double.

It’s a Game! Last, but not least, remember that Iron & Honor is a miniatures game. And, as with many games, it is meant to be a social experience that is fun for both players. Miniature gaming is not a competitive sport. Pedantic arguments over rules, nitpicking about line of sight or move distances does little more than ruin the game for both players. Rather, take the vagaries of a fate in stride and give the benefit of the doubt to the other player. Play to win, but be fair and gracious.

Remember, a player may sometimes get to roll more than two dice. Regardless of how many resolution dice the player may have rolled, if at least two of them show the same number, it’s a double. And,if at least two of them show 6’s, its a critical double!

Re-Rolls A player may have the opportunity to re-roll dice. In such a case, the player simply picks up the number of dice that he is allowed to re-roll and rolls them again. The second result is used, even if it’s worse than the first.

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THE FATE POOL bag, forfeits that activation and will have to wait until the next activation draw to see if he can activate a model. It is important to note that the player whose activation die was returned to the dice bag may not spend Winds of Fate this activation to recoup the lost activation.

Fate is a potent force in the world of Iron & Honor. Fate binds players to their choices and their actions. Fate rewards and punishes. The hand of Fate is often subtle, yet perceptible. Each player has a Fate Pool. The Fate Pool is equal to the total number of Fate points available to the player during a turn. Fate can be used to affect the outcome of an encounter between opposing characters or shift the momentum of an encounter. Fate is a resource that can be used offensively or defensively. When to spend Fate and when to save it can be a key to winning the battle.

Example: It is Anne’s turn to draw an activation die from the dice bag. She luckily pulls one of her own dice. Of course, since it’s a blind draw, she could have just as easily drawn one of Ben’s dice. Before she can nominate a character and roll the activation die, Ben decides he wants to seize the initiative and activate one of his model’s before Anne can go. So, he spends two of his Fate for Winds of Kismet. Anne has to put her die back into the dice bag and Ben reaches into the bag and pulls out one of his activation dice. He will now nominate and activate one of his characters. Anne will have to wait until the next draw and hope one of her activation dice is pulled.

Fate can be used in multiple ways, impacting the battle during different phases of the game. First, Fate can be used to impact activation rolls and resolution rolls. Second, Fate can be sacrificed to purchase a divine blessing. Finally, there are certain traits that are effected by the use of Fate (see Traits).

Greater Purpose: Once an activation die is drawn from the bag, but before it is rolled to determine how many action points will be available, a player may spend one Fate to add a +1 to his die roll.

Using Fate

Example: Continuing from before, Ben decides that he also wants to make sure that the character he has nominated gets enough action points when he rolls the activation die. So, he decides to spend another Fate for Greater Purpose to add a +1 to the activation die roll.

Activation Rolls Fate can be used to affect the activation die, including when it is drawn from the dice bag by using Winds of Kismet or by influencing the number of available actions by using Greater Purpose or Cursed Hand.

Cursed Hand: Cursed Hand is the other side of the coin to Greater Purpose. Once a player has drawn an activation die but before it is rolled to determine how many action points will be available, the opposing player may spend one Fate to cause a -1 penalty to the player’s die roll.

Winds of Kismet: A player can use Fate to control the flow of a turn by influencing who gets to act. When a player’s activation die is drawn from the dice bag, the opposing player may spend two Fate to return the die to the bag and select one of his own from the bag instead. The player that seized the initiative with Winds of Kismet immediately activates one of his models as per the turn sequence. The original player, having had his die returned to the dice

Example: Anne, in a fit of pique, decides to spend one of her Fate in order to negate Ben’s use of Greater Purpose. His +1 to the die roll is canceled by her Cursed Hand.

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been rolled. The player picks up all his resolution dice and simply re-rolls. The second result must be kept, even if worse than the original roll.

Resolution Rolls Fate can be used after a model has activated to affect the resolution dice. In this case, once per activation, both players may spend Fate to use one of the following advantages to either add a die to a resolution roll or re-roll a failed resolution roll.

Example: To clarify, regardless of which player’s model is activated, either player may spend Fate to use Inner Reserve or Hand of Fortune. For example, Anne could decide to use Inner Reserve when she makes an attack resolution roll to make sure she can put a wound on Ben’s model. In order to counter her move, Ben could also choose to spend Fate to use Inner Reserve to add an extra die to his reactive resolution roll. In this case, both Anne and Ben would add +1d6 do their respective rolls.

Inner Reserve: Either player may spend one Fate to roll an additional 1d6 to enhance one resolution dice roll after a model has been activated. The player must declare that Inner Reserve is being used before the dice are rolled. Hand of Fortune Either player may spend one Fate to re-roll a resolution dice roll. This can only be used on a single dice roll per activation and the player may declare that Hand of Fortune is being used after the dice have

Alternatively, Ben could have chosen to save his Fate. Then, if he failed to defend against her attack, spent Fate for Hand of Fortune to re-roll the failed dice roll.

Calculating Fate The size of a player’s Fate Pool – the number of Fate points available during a turn - is determined before beginning the game. This is detailed later (see Creating a Skirmish Party). The Fate Pool is refreshed each turn during the Maintenance Phase, at the end of each turn. In other words, there is no benefit in storing Fate from turn to turn. Spend it, but do so wisely. As already mentioned, it will be necessary to have some sort of counters to keep track of Fate as it is used and refreshed.

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THE SKIRMISH PARTY The Characters The skirmish party is led by a hero who represents the player on the board and is essentially the main character and leader. The hero is joined by one or two close companions, and various followers. These define the character types available in the game; every model, and the character the model represents, is one of these three types.

The Hero The hero is the leader of the skirmish party - the cunning barbarian warlord, the treacherous elven sorceress, or the mighty mercenary captain. Generally, the most powerful character on the board, she represents the player character on the table. The hero lends martial strength and leadership to the party. And even though the death of a hero is not the end of the game, her loss has significant consequences to the skirmish party. A hero has inherent qualities that make the hero an important leader and strong fighter on the battlefield. Hero’s Will The hero adds a +1 bonus to her activation roll when a die is drawn and the hero is nominated for activation. This gives her a slightly greater chance of having more than 1 action available to her. Lionheart: The hero is immune to the effects of Terror. Inspiring Presence: As a charismatic and bold leader, the hero is able to lend courage and conviction to companions and followers. Any friendly models within 3” are granted Fearless.

The models on the table represent a small band of warriors and adventurers who have met on the field of battle. Although referred to as a skirmish party, this is a broad term that can be used to represent any group of combatants.

Heroic Impetus: Once per game, the hero can grant impetus to a friendly model within 12”. Specifically, when the hero is activated, the player may allocate one free action point to a friendly model within 12”. The friendly model must use the action point immediately. Being granted impetus does not count as being activated and the action point is in addition to the model’s regular activation, whether earlier or later in the turn. Heroic Impetus cannot be used if the hero is in base-to-base contact with an enemy model.

The skirmish party may be a detachment of scouts for a military regiment, a band of adventurers delving into a dungeon, or the retinue of a vampire lord seeking prey. The narrative of why these men and women (or creatures) have come together is left to the imagination of the players.

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profile. There are three elements that define a character’s abilities – attributes, skills, and traits. Attributes define a character’s abilities. The skills a character possesses determines the nature of her attacks. And, the various traits add special qualities that make her unique.

Death of a Hero: In Iron & Honor the death of a hero is not the end of the game; however, such an event is not without consequence. During the maintenance phase of the turn in which the hero was killed, the player rolls 1d6 and consults the following table:

Attributes Die Roll 1-4

5-6

A character has four primary attributes: Melee Attack (MA), Ranged Attack (RA), Physical Defense (PD), and Willpower (WP). In addition to the primary attributes, each character has a fifth attribute, Wounds (WO) that defines how much punishment the figure can take before being killed. As described later, one of the four primary attributes is added to a resolution dice roll when the character attempts to perform an action. Thus, the higher an attribute, the more likely the character is to succeed.

Consequence Despair: During the next turn, every remaining friendly character suffers a -1 to the activation die roll. Vengeance: During the next turn, every remaining friendly character receives a +1 to their resolution dice rolls.

It is important to remember that attributes are an abstraction. As a character’s fighting prowess can involve a number of different variables, different types of characters may have the same rating in a particular attribute; or, some characters that are superficially similar may have different ratings in a particular attribute.

Companions As in many fantasy stories, the hero is joined by one or two loyal companions - the trusted advisor, the loyal bodyguard, or the childhood friend. Companions, though not as powerful as the hero, play an important role on the table top battlefield. They add special abilities and can serve as lieutenants to the hero. Companions can also be specialists that add balance and flavor to the party, or reinforce the theme of the skirmish party.

A character’s primary attributes can be rated from 2 to 6, with a 2 rating reflecting someone who has limited aptitude, while a rating of 6 reflects the highest levels of expertise. For example, a character with minimal training who is handed a sword would have a rating of 2 in Melee Attack; whereas, a master fencer would have a rating of a 6. Different character types have different maximum values for attributes, but no character may ever have an attribute less than 2 or greater than 6.

As with the hero, a companion also has an inherent quality: Fearless: The companion is Fearless and immune to the effects of Terror.

Followers Finally, the hero is joined by followers. These may be men-at-arms, hired mercenaries, or loyal retainers. Or they could be bound thralls and minions. Regardless of their nature, followers are individual characters on the battlefield just like the hero and the companions. Though not as powerful as either, they bring weapons and lend the strength of numbers.

Unlike the primary attributes, Wounds are determined by the character’s type. A hero has five wounds; each companion has three wounds; and every follower has two wounds each

Melee Attack (MA) MA is an abstraction that reflects the character’s ability to engage in hand-to-hand fighting. It is a measure of both skill with melee weapons and aggressive attitude. A character’s MA may reflect the sheer brawn and ferocity of an untrained beast or the flowing dance of thrust and parry of a master fencer. MA is added to a dice roll to determine how successful the character is in close combat.

The rules for actually building a skirmish party and the characters that comprise it are discussed later.

The Character Profile

Ranged Attack (RA)

Characters have strengths and weaknesses, unique abilities, and fight in different ways with different weapons. In Iron & Honor, a character’s abilities on the tabletop battlefield are represented with a character

RA reflects the character’s ability to use ranged weapons. This measures a character’s specific skills with a particular weapon (e.g., bow, throwing stars, matchlock pistol, etc.).

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party, flavor. Traits differentiate characters from one another. Traits can be used to represent the physical characteristics of the model (e.g., wings or size) or a concept that the player has in mind for the character (e.g., a party of witch hunters or an undead horde lead by a vampire count).

It also reflects the character’s mental steadiness and acuity to use these weapons effectively. RA is added to a dice roll to determine how successful the character is in ranged combat.

Physical Defense (PD) Whether a nimble thief or a heavily armored warrior, physical defense measures a character’s ability to withstand physical damage. It is an abstraction that takes into account the physical toughness used to withstand a blow and the agility to react against it in the first place. PD also accounts for any non-magical armor that may be worn by the character. PD is added to a dice roll when a character attempts to resist damage from a melee attack or ranged attack.

Willpower (WP) This attribute measures the character’s psychological toughness and ability to remain calm under duress. It is a measure of the character’s inner strength, personal presence, and force of will. Finally, willpower reflects the character’s spirituality and connection to the supernatural. WP is used by sorcerers when they attempt to cast spells and by other characters to resist the effects of spells. In essence, WP is added to a die roll when a casting a spell or when resisting spells.

Wounds (WO) The fifth attribute is Wounds (WO), which determines how many times a character can be hurt in combat before being killed and removed from play. A character’s WO is not merely a measure of their physical capacity, but also their mental resolve in remaining in the fight.

Skills and Traits In addition to the attributes that define a character’s basic profile, each possesses various skills. These define the types of attacks that are available to the figure. Of course, a character can be skilled not just with swords and muskets but can also be effective with natural weapons, such as talons and flaming breath. In addition, a character’s skills will also define his role on the tabletop battlefield. Finally, each character also may have special traits that define her inherent qualities and learned skills. These special traits can be used to give a character, and skirmish

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Experience Points

Creating the Skirmish Party

Each character is built with experience points (ExP), which are an abstract measure of the model’s overall fighting quality. The final cost of a model is equal to the total experience points that were spent on the model. In other words, any base experience point cost paid for choosing a particular character type plus the experience points used for skills and traits.

As already noted, the game is meant to be played with six to nine models which represent a small skirmish party. The party is composed of a hero, one or two companions, and various followers. The creation of a force follows a series of simple steps. First, the players must agree on a game size. This will establish the allowed composition of the skirmish party and the number of Experience Points (ExP) each player has available for creating the party. Then, each player creates their respective force by first nominating a model to be the hero. The player spends ExP to create the hero. After creating the hero, depending on the game size, the player nominates one or two models as companions and uses ExP to build the companion(s). Then, the remaining models are created as followers. Finally, each player calculates his available Fate Pool.

ExP is also a way of measuring the combined fighting capabilities of each player’s skirmish parties. The sum of the ExP spent on the entire force is a relative measure of the two skirmish parties.

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Steps to Recruiting a Party

In a large game, each player must have at least one companion but may opt for two; and, at least five followers are required. Each player has 275 ExP to spend on building the characters.

To be clear, each player goes through the following steps in order to recruit their respective combatants and to build each character’s profile. Each of these steps is explained below. 1. 2. 3. 4. 5.

Example: Anne and Ben decide to play a small game. This means they will both have 125 ExP to spend. In the following examples, we will follow Anne as she creates her skirmish party.

Determine a game size. Recruit the characters. Spend ExP on Skills and Traits. Distribute attribute points. Calculate the Fate Pool.

Step 2: Recruiting the Characters After determining the size of the game, the players collect their models and begin to assemble their force. Companions and followers have a base ExP cost that must be paid when a model is designated as a companion or a follower.

Step 1: Game Size The players should agree on a game size. This will determine the composition of their respective forces and the number of Experience Points available for building the force. A small game will allow for a quick engagement between the two parties, while moving to medium and large games will increase the length of the game. Of course, the larger the game, the greater the variety in characters and tactical options.

The Hero: First a model should be nominated as the hero. Because a hero is mandatory, there is no cost to selecting a character to be the hero. As already described, a hero also comes with certain inherent qualities.

Generally, players will create forces of equal size; however, this is not a requirement. If agreed upon by the players, there is no reason that unequal forces could not be used!

The Companion: Depending on the size of the game, the player may nominate one or two characters to be companions. It costs 20 ExP per companion. The Followers: The remaining models are considered followers, each model having a base cost of 15 ExP. Unlike the hero and companion(s), followers do not have any inherent qualities.

As shown on the table, a player’s force must always have one (and only one) hero. Then, depending on the size of the game, the players recruit additional characters and have access to ExP to build their forces:

Example: Anne decides she wants to create a small adventuring company known as the Lantern Adventuring group. The skirmish party is led by an paladin who is joined by her sorceress sister, and three followers. Since the holy paladin is her hero and represents her on the battlefield, she decides to name her Anneviere. As the hero, Anneviere does not cost any points.

In a small game, the player may have one companion, though this is optional. The player must have one or more followers. Each player has 125 ExP to spend on building the characters. In a medium game, each player may have up to two companions, and at least three Followers. Each player has 200 ExP to spend on building the characters.

Game Size

Composition

Experience Points

Small

1 Hero; 0-1 Companion; 1+ Followers

125

Medium

1 Hero; 0-2 Companions; 3+ Followers

200

Large

1 Hero; 1-2 Companions; 5+ Followers

275

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Anne decides that Anneviere’s sister, Morgaine, will be her only companion and spends 20 ExP to recruit her. The remaining three models will be followers: Brother Rupert, Sigil the Dwarf, and Delia of the Greens. She pays 15 ExP for each of them. So far, she has spent 65 ExP on recruiting her force.

her adventuring party’s skills comes to 12 ExP leaving her 48 ExP. When it comes to the traits, she begins with Anneviere, choosing those that reflect her nature as a paladin: Bastion, Shield Slam, and Healer. These traits cost 9 ExP. For Morgain, she decides that she is going to be the party’s sorceress and chooses the Sorcery trait. She also gives her the Good Karma trait. Morgain’s traits cost 13 ExP. Finally, she chooses the traits for each of the followers. Brother Rupert is given Veteran and Reach; Delia the Green is given Ranger and Natural Aptitude; and for Sigil the Dwarf she chooses Shield Slam, Bastion, and Tough. These cost a 23 ExP. In total, Anne spends 45 ExP on various traits. Although she has 3 ExP left over, she is not too worried.

Step 3: Spend Experience Points on Skills and Traits After the composition of the force is determined and the models representing the various characters are collected, the remaining ExP is spent on choosing skills and traits for the characters. The available selection of skills and traits are described in the next chapters.

Step 4: Distribute Attribute Points Each character type has a set number of attribute points that are distributed across the four attributes (Melee Attack, Ranged Attack, Physical Defense, and Willpower). As discussed, attribute points define a character along with skills and traits. A hero and his companions and followers vary in their prowess on the field of battle. Therefore, each character type has limits on the way attributes can be distributed - this includes a minimum and maximum attribute rating.

Example: Anne has 60 ExP left to spend on skills and traits. Because the core premise of Iron & Honor is “What You See if What You Get,” She decides to choose skills that clearly reflect the weapons on each of the models. For Anneviere, she chooses the skills for 1-handed edged weapons and shields. This costs 3 ExP. She decided her sister is only equipped with a small dagger hidden in the folds of her cloak, again choosing 1-handed edged weapons as a skill, paying 1 ExP. For the followers, Brother Rupert is equipped with a large broadsword which Anne which warrants the 2-handed edged weapon skill (2 ExP). Sigil the Dwarf has a hammer - 1-handed blunt weapon skill - and a shields skill to reflect the shield modeled on his back (3 ExP). For Delia the Green, she chooses 1-handed edged for her sword and then, getting creative, decided that the falcon represents a ranged attack, so chooses 1-handed ranged weapon for a total cost of 3 ExP. The total cost of

Character Type

Hero

Each character type has a base rating in the four primary attributes as described below. Then, each character type has a pool of attribute points which are distributed across the four attributes to raise them above the base rating. As noted a character’s wounds attribute depends on the character type.

Cost

Inherent Qualities

Attribute Points

Fate Pool

N/A

Activation Bonus; Fearless; Inspiring Presence; Heroic Impetus

Base: 3 Available: 6 Maximum: 6

3

Companion

20 ExP

Fearless

Followers

15 ExP

None

Base: 2 Available: 5 Maximum: 5 Base 2: Available: 4 Maximum: 4 16

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1

1 per every 3

She then distributes points to Delia the Green, remembering that her Natural Aptitude trait gives her an additional attribute point to distribute for a total of 5. She decides that she should be relatively balanced while emphasizing her affinity for her falcon. So, she spends 2 attribute points to raise her RA to a 4. She decides to spend the remaining 3 attribute points for increasing her MA, PD, and WP to a 3 each. She has 2 wounds.

Hero: The hero begins with a base rating of 3 in the four primary attributes. The hero has 6 attribute points which must be distributed amongst the four attributes. When attribute points are distributed, a hero may only have one attribute rated at a 6 and all the others must be 5 or less. A hero has 5 wounds. Example: Anne begins by distributing the attribute points for her hero, Anneviere. She wants her to be the iconic paladin that can withstand a physical and supernatural pounding. She begins by raising her PD from a 3 to a 6. This costs 3 attribute points. Then, she decided to raise her MA to a 5 for a cost of 2 attribute points. She decides to leave her RA at a 3 since she really isn’t equipped for ranged combat, spending the remaining attribute point to raise her WP to a 4. Anneviere has 5 wounds.

Finally, Anne completes Sigil the Dwarf. Seeing him as the stereotypically sturdy dwarf, she focus on his physical defense. She gives him a 3 in MA, leaves his RA a 2, increases his PD to a 4, and gives him a 3 in WP. He has 2 wounds.

Step 5: Calculate Fate Pool Finally, each player needs to calculate their Fate Pool. Fate is based on the composition of the player’s force.

Companion: A companion begins with a base rating of 2 in each attribute and has 5 attribute points which must be distributed amongst the four attributes. When attribute points are distributed, a companion may only have one attribute rated at a 5; all other attributes have to be at a 4 or less.

Hero: A hero contributes 3 Fate to the skirmish party. Companion(s): Each companion contributes 1 Fate to the skirmish party.

A companion has 3 wounds.

Followers: Unlike the hero or companions, followers do not add Fate to the party individually. Rather, the number of Fate the party receives is based on how many followers are in the skirmish party. The player received 1 Fate for every three followers. In other words, the party receives 1 Fate if there are 1-3 followers; 2 Fate if there are 4-6 followers; and 3 Fate if there are 7-9 followers.

Example: Anne then works on Morgain. Since she is a sorceress, Anne decides to begin by increasing her WP to a 5, spending 3 attribute points. Morgain has a small dagger, so Anne raises her MA to a 3. This leaves her with 1 point, which she spends on her PD, raising it to a 3 as well. Though wearing little in the way of clothing, much less armor, Anne decides she is pretty agile. Her RA remains a 2. She has 3 wounds.

Example; Finally, Anne calculates her Fate Pool. She receives 3 Fate for Anneviere, 2 Fate for Morgain (adding 1 Fate for Good Karma), and 1 Fate for her three followers Rupert, Sigil, and Delia. She has 6 Fate.

Followers: A follower begins with a base of 2 in each of the four primary attributes; then, 4 attribute points must be distributed amongst the primary attributes. When attribute points are distributed, a follower may only have one attribute rated at a 4. All other attributes must be at a 3 or less. A follower has 2 wounds. Example: Anne begins to finalize her skirmish party by distributing each follower’s attributes. She starts with Brother Rupert. Since he has a 2-handed edged weapon skill, she decided to raise his MA to a 4 and leaves his RA at a 2. She has 2 attribute points remaining. Since he is a frontline fighter but also a holy man, she decides to give him a 3 in PD and in WP. He can defend against physical and arcane attacks. He has 2 wounds.

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LANTERN ADVENTURING CO. Based out of the village of River Hold, The Lantern Adventuring Company is a small band of adventurers and mercenaries that travel through out the Western Marches. A swampy land of mangrove forests, the area’s scattered homesteads and hamlets are plagued by undead rising from ancient battlefields. In an attempt to counter this threat, most of the skirmish parties of The Lanterns are led by holy Paladins. Anne has created one such skirmish party, led by the indomitable Captain-Sister Anneviere. The skirmish Party costs 123 ExP and has a Fate Pool of 6.

Captain-Sister Anneviere (Hero) The youngest child of the House of Locksey, Anneviere gave up a life of luxury to take on the mantle of a Paladin of the Order of the Eternal Rose. Armed with sword, shield, and faith, she stands as a bulwark against the undead tides. MA: 5 RA: 3 PD: 6 WP: 4 WO: 5 Skills: Sword (1H Edged), Shield Traits: Bastion, Healer, Shield Slam

Brother Rupert (Follower) Brother Rupert is a warrior of The Lanterns, long serving under Anneviere. MA: 4 RA: 2 PD: 3 WP: 3 WO: 2 Skills Broadsword (2H Edged) Traits: Reach, Veteran

Cost: 12 ExP Sigil the Dwarf (Follower) An outcast from his own people, Sigil found companionship amongst The Lanterns.

Morgain of Locksey (Companion) Morgain is the elder sister of Anneviere. A sorceress of some renown, it was she who convinced Anneviere to seek her fortune with The Lanterns. In turn, she stands beside her sister, facing their enemies with spell and blade. MA: 3 RA: 2 PD: 3 WP: 5 WO: 3 Skills Dagger (1H Edged) Traits: Good Karma, Sorcery

MA: 3 RA: 2 PD: 4 WP: 3 WO: 2 Skills Hammer (1H Blunt), Shield Traits: Bastion, Shield Slam, Tough

Cost: 26 ExP

Delia of the Green (Follower) Delia is a scout attached to Anneviere’s party.

Cost: 34 ExP

MA: 3 RA: 4 PD: 3 WP: 3 WO: 2 Cost: 26 ExP Skills: Sword (1H Edged), Falcon (1H Ranged) Traits: Natural Aptitude, Ranger

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Cost: 25 ExP

SKILLS A character’s skill set is one of the elements that defines the role of the character on the field of battle. As Iron & Honor is a game of combat, a character’s skills generally reflects her ability to use weapons and war gear. Skills are purchased with experience points.

For example, if a figure is modeled with a sword and shield, the character would be required to take the 1handed edged weapon skill and the shield skill. Paying ExP for the skill reflects not only expertise in its use, but also the respective weapon or gear the model is carrying.

A character can purchase skills in up to three types of weapons and gear. Iron & Honor is based on the premise that what you see on a model reflects the character’s fighting abilities. So, the skills that are chosen for a model must reflect the weapons and gear depicted on the model.

Of course, some weapons such as a daggers or throwing stars are small enough that they could be concealed somewhere on the character. Such weapons, if chosen, do not have to be depicted on the model. Some characters fight with natural weapons, whether claws and talons or bare fists. A skill in a weapon type can be purchased with experience points to reflect their experience and training in such attacks. For example, the claws and fangs of a beast, or a dragon’s breathe attack. This can also be used to represent a bare-handed brawler or martial artist. As a reminder, all characters are able to fight in close combat. If experience points are not spent on close combat skills, it is assumed the character is unskilled and improvising using natural instincts. In such cases, the character suffers a penalty to close combat attacks. In contrast, a model without a skill in the use of ranged weapons cannot make ranged attacks.

Melee Weapon Skills A character’s skill in melee weapons is specified by two qualities – weapon type and weapon size. These two characteristics are an abstraction that differentiate different fighting techniques and styles; and, this allows some differentiation in weapon qualities without getting bogged down in details. The weapons that are listed on the skirmish gear table are merely examples. Whether the character is equipped with a claymore or a broadsword, using it requires the 2-handed edged skill!

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weapons have a chance of misfiring and are not as reliable as simpler weapons. When a black powder weapon is fired, if at least 2 of the resolution dice rolled by the attacker show a 1, the weapon has misfired. The character must spend 1 Action Point to clear the weapon before it can be fired again.

Weapon Type A weapon is either edged or blunt. An edged weapon includes anything that can pierce or slash. A blunt weapon is anything that bludgeons. For example, both a rapier and an axe are edged weapons, while a rock and a mace are blunt weapons.

On the other hand, black powder weapons have the potential to cause greater damage at close range. Thus, when firing within short range, a weapon with the black powder characteristic has a +1 to the attack roll.

Weapon Size In terms of size, a weapon is either 1-handed or 2-handed. This should be self-explanatory, but any weapon that can be used in one hand is 1-handed, while a weapon that requires two hands to be used is 2-handed.

Shield Skill

One-handed weapons are considered “standard” and confer no special benefits. In contrast, a character skilled with two-handed weapons receives certain benefits:

Some characters are equipped with a shield. As with most other gear, a shield must be shown on the model. Iron & Honor does not differentiate between types of shields; rather, their use is simply abstracted as a bonus to defense when in close combat.

Two-handed edged weapons automatically cause a brutal attack (See Combat) when using the Furious Attack action.

Specifically, a character equipped with a shield receives +1 to his Physical Defense attribute against close combat attacks. The bonus for a shield does not apply if the model is attacked in its back arc. Of course, to benefit from this bonus, the player must purchase the shield skill.

Two-handed blunt weapons automatically cause Stunned (see Special Rules) when using the Furious Attack action. The model is Stunned regardless of whether a wound is suffered or not.

A shield skill costs 2 experience points.

Ranged Weapon Skills Ranged weapons are organized into three types: thrown, 1-handed, and 2-handed. Thrown weapons are small and usually held in one hand, such as a throwing star or a knife. A 1-handed ranged weapon can be fired with one hand, such as a pistol or a hand-held crossbow. A 2handed weapon requires two hands to fire, such as a musket or a bow. As with a character’s melee weapon skill, the character’s ranged weapon skill defines which types of weapons the character can effectively use. And, again, the purchased skill should reflect the equipment modeled on the figure. Each weapon has a different range value depending on its nature. The range value that determines how far it can fire before becoming ineffectual. Some weapons can fire further than others. Every ranged weapon has a short range and long range. No weapon can be fired beyond long range.

Black Powder (BP) Some ranged weapons also have the black powder characteristic. Black powder weapons are firearms. These

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Range Short Long

Cost

Sword, Knife, Claw, Talon

N/A

1

1 Handed Blunt

Mace, Bare Fists

N/A

1

2 Handed Edged

Broadsword, Tail Spike

N/A

3

2 Handed Blunt

Warhammer, Staff, Dragon’s Tail

N/A

3

Thrown Weapon

Knife, Sling, Venomous Spit

3”

6”

1

1-Handed ranged (BP)

Pistol, Corrosive Breath

6”

9”

2

1 Handed Ranged

Hand Crossbow, Sling

6”

9”

2

2 Handed Ranged (BP)

Arquebus, Musket

9”

18”

3

2 Handed Ranged

Bow, Crossbow

9”

18”

3

Shield

Buckler, Targe

Skill

Example

1 Handed Edged

N/A

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2

TRAITS Traits are organized into three categories: Heroic, Rare, and Common. These define the quality and rarity of the traits. Characters are limited in the number of traits they can choose from each category.

Skills establish the fighting capabilities of a character. Traits help refine the character’s role on the battlefield. They can be advantages (or disadvantages), descriptive qualities, or special abilities. Sometimes, this is simply a matter of reflecting aspects of the physical miniature. For example, a particularly bulky model may be given the large trait; a dragon may be given flight. In other cases, the traits are used to add uniqueness and flavor to a character or emphasize the skirmish party concept. Perhaps a band of witch hunters? Or a horde of undead?

Heroic traits are only available to a hero. Heroic traits define not only the nature of the hero, but also the flavor of the adventuring party that the hero leads. The hero may choose one trait from the Heroic category. Rare traits are only available to a hero or companions. Rare traits tend to define the character and are potent special traits. The hero and each companion may choose one rare trait.

It is the combination of traits that defines a character and the party. And, it is left to the creativity of the player to combine these traits in ways that best represent the models on the table. Of course, not every model is required to have traits. Sometimes, a character may be best represented without any traits at all!

Common traits are available to any model. These traits can be used to add flavor to a character. Any model may be given up to four common traits.

Traits cost experience points. A character must be able to pay the cost of the trait with any ExP that are left after buying skills.

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When a model with Arcane Attunement makes a Willpower resolution roll to cast a spell, the player may re-roll any dice that rolled a 1.

The traits are listed in alphabetical order and follow a standard and self-explanatory format:

Name (Category/Cost) Description

Arcane Resistance (Common/2)

The trait’s name is followed by the category - heroic, rare, or common - and the experience point cost. Some traits have a negative cost. In these cases, the experience points are returned to the character and can be spent on other traits or skills. Alternatively traits with a negative cost can simply be used to reduce the overall cost of a model.

There are characters who are able to resist the effects of sorcery. Perhaps they have an innate immunity, a greater mental defense, or a magic wand. Regardless of the cause, they are not easily affected by magic. A character with Arcane Resistance gets a +1 bonus to their Willpower or Physical Defense resolution roll when resisting an enemy spell.

The description provides an explanation of the trait.

Assassin (Common/3) The assassin is a master of maneuver and finding an enemy’s weakness. A model with the Assassin trait has a +4 bonus to close combat attacks made against a model’s back arc, rather than just a +2 bonus.

Trait Descriptions Agile (Common/4) A model with the Agile trait is able to break away from combat without worry. Such a model is immune to free strikes from opponents when the model uses the disengage move action to escape from close combat. In addition, a model with the Agile trait may pass through enemy models when moving. All other rules for movement still apply.

Bastion (Common/2)

Amphibious (Common/1)

The Bastion trait reflects the character that holds his ground against overwhelming odds. He draws the enemy to him, leaving his companions and followers free to accomplish their tasks. A character with the Bastion trait has a bonus to PD when outnumbered; the character receives a +1 to PD when in base-to-base contact with two enemy models or a +2 to PD when in base-to-base contact with three or more enemy models.

A model with the Amphibious trait ignores movement penalties for rough terrain when moving through water.

This bonus is lost while the model is Stunned.

Arcane Armor (Heroic/5)

Berserker (Common/3)

A hero may be equipped with Arcane Armor. This may be used to reflect magical armor, supernatural protection from a god, or the hand of fate merely giving the character one more chance.

A Berserker gets stronger and more deadly as she takes damage. This could reflect a warrior torn into a murderous rage or a creature that uses its own pain to gain supernatural strength.

Once per turn, when a model with the Arcane Armor trait makes a reactive resolution roll using the PD attribute against a melee or ranged attack, the player may re-roll any dice that rolled a 1.

For the first two wounds this model suffers, the model receives a +1 to its melee attack attribute per wound. If the wounds are healed by any means, the attribute bonus is also lost.

Arcane Attunement (Heroic/5)

Blast (Common/6) A model with the Blast trait has a weapon that has an area-of-affect. For example, perhaps the figure is armed with a steam driven grenade launcher or spits toxic saliva.

Some heroes have an affinity with the aetheric plane. They are attuned to the very source of the energies that power magic.

A model with the Blast trait uses the Area-of-Effect special rule for attacks. The Blast trait can only be given

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to characters who have a ranged weapon skill. In addition, it may not be combined with the Spray trait.

Fast (Common/4) A character with the Fast trait may make two move actions per activation if the character has sufficient action points to do so.

Blessed Weapon (Heroic/5) A hero may be equipped with a Blessed Weapon. This may be used to reflect a magical weapon or the hand of fate merely giving the character one more chance. When this trait is purchased, the player must designate one of the model’s weapons - melee or ranged - as being the blessed weapon.

Flight (Rare/7) Whether with wings or arcana, a character with the Flight trait is able to soar above the battlefield. A model with this trait can travel over terrain without hindrance. Thus, the model may ignore penalties from rough terrain and obstacles. In addition, models with Flight are harder to hit with attacks. A model with Flight that moved during its activation, receives a +1 to its PD against melee and ranged attacks until its next activation. In addition, a model with Flight cannot be charged except by other models with Flight.

When a model with the Blessed Weapon trait makes an attack resolution roll - either RA or MA depending on the designated weapon - the player may re-roll any dice that rolled a 1.

Drain (Heroic/5) Some creatures live of the life force of others. They are able to gain succor from enemies. A model with the Drain trait is able to leech the life essence of wounded foes to heal itself. After successfully wounding an opponent, a model with drain rolls 1d6. On a roll of 5 or 6, the model heals 1 wound up to its maximum wounds.

Gargantuan (Heroic/10) The Gargantuan trait is used for a model that is massive and has a huge footprint on the game board. It should be remembered that it is likely more models will be able to engage a Gargantuan model in close combat simply due to this larger footprint. As to what model is of sufficient size to warrant this trait is left to the discretion of the players; however, as an example, dragons and giants could be considered Gargantuan.

The model may spend one Fate to increase the chance of recovery. If the player spends one Fate, the wound is recovered on a roll of 3, 4, 5, or 6.

Gargantuan models have a number of benefits that come from their size:

Dual Wield (Rare/6) A model with the Dual Wield trait is an expert at using two weapons at once. First, it is important to note that a character may only have this trait if the model clearly holds a weapon in each hand – whether two melee weapons, two ranged weapons, or a melee weapon and a ranged. In addition, dual wielding may only be used with 1-handed weapons.

Quake: A Gargantuan model is able to cause the very ground to around it to shake. The model may use the weight of its size to stomp or hammer the ground with such force that other models are pushed away. At the cost of 2 action points, the model may use its quake ability. Every model in base contact - friendly or enemy - is pushed back 2” and Stunned. If the model cannot move 2”, perhaps due to an obstruction or another model, the model is pushed as far back as possible and suffers a -1 penalty to its next activation die roll in addition to being Stunned.

A model with this trait is not limited to a single combat action per activation. Instead, if the character has sufficient action points available, the character may make more than one close combat and/or ranged attack action. In other words, depending on the weapons that are depicted on the model, a character may spend actions points on two close combat attacks, two ranged attacks, or one close combat and one ranged attack. Each attack may be made against a separate target, but any target that is chosen must still be eligible following the rules for such an attack.

Resilience: Gargantuan models are more resilient than smaller ones. A Gargantuan hero has 2 additional wounds. Sturdy: A Gargantuan model is immune to being Stunned, unless attacked by another model with the gargantuan trait.

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Strong: Gargantuan models hit harder in close combat; thus, the model receives a +3 when making a close combat attack roll. Terrifying Presence: A Gargantuan model is immune to the effects of Terror and itself causes Terror. There are, however, two notable penalties for Gargantuan models. First, a model with the Gargantuan trait may not use the Sneak move action. Second, a Gargantuan model is easier to hit with ranged attacked. Therefore, a model with this trait may never benefit from cover against ranged attacks. In addition, If the target of a ranged attack has the Gargantuan trait, the attacker receives a +3 to the ranged combat attack roll.

Giant Slayer (Hero/5) There are those who hunt the large beasts of the world. They are known as Giant Slayers. A hero with the Giant Slayer trait is especially effective at hunting large models; thus, the hero receives a +3 to attack resolution rolls made against a model with the Large trait; and a +2 to attack resolution rolls against models with the Gargantuan trait. In addition, every friend model within 6” receives a +1 to close combat attack rolls made against a model with the Large trait.

Good Karma (Common/7) Any character may purchase the Good Karma trait. This can reflect divine intervention, the karmic behest of a previous life, or mere tactical astuteness. beast goaded into a rage, or a creature armed with a battering weapon.

A character with Good Karma adds +1 Fate to the skirmish party’s Fate Pool.

When a model with Hard Charger makes a charge special move, the model adds 2” to the distance it can move. In addition, the bonus to the resulting standard attack is an additional +4 to the resolution roll rather than merely the usual +2 bonus.

Guard (Common/4) A character with the Guard trait provides a benefit to his friends rather than to himself. Specifically, when a model with the Guard trait is in base-to-base contact with a friendly model, the friendly model receives a +2 to its Physical Defense against close combat attacks.

Healer (Rare/5) Some characters have the ability to heal others. This could be a holy paladin, the scion of a god, or a hedge witch. A character with the Healer trait is able to restore 1 lost wound to another friendly character.

Hard Charge (Common/5) A model with the Hard Charger trait is more effective in close combat when charging than merely walking into melee. A Hard Charger could be a fanatical warrior, a

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In order to use this ability, the character must be in base-to-base contact with the friendly model and spend 1 action point to use the heal ability. On a roll of 5 or 6, the friendly model is healed for 1 wound up to its maximum wounds.

Large (Common/7)

The model may spend 1 Fate to increase the chance of recovery. If the player spends 1 Fate, the wound is healed on a roll of 3, 4, 5, or 6.

The Large trait is used for models that are substantially larger than your typical model on the game board. Usually, if based, they also have a greater footprint. It should be remembered that it is likely more models will be able to engage them in close combat simply due to this larger footprint. As to what model sufficiently large enough to warrant this trait is left to the discretion of the players.

Holy (Heroic/5)

Large models have a number of benefits that come from their size:

A hero that shines with the radiance of faith is a bane to the undead. Thus, a hero with the Holy trait adds +3 to close combat attacks against models with the Undead trait. In addition, undead models lose the benefit of Tough against attacks made by a character with the Holy trait.

Resilience: Large models are more resilient than smaller ones. A large model has 1 additional wound. Sturdy: A Large model is immune to being Stunned, unless attacked by another model with the Large or Gargantuan trait.

Finally, every friendly model within 6” receives a +1 to close combat attack rolls made against a model with the Undead trait.

Strong: Large models hit harder in close combat; thus, a Large model receives a +1 when making a close combat attack roll.

Indecisive (Common/-3)

Finally, a model with the Large trait may not use the Sneak move action. In addition, a Large model is easy to target with ranged weapons. If the target of a ranged attack has the Large trait, the attacker receives a +2 to the ranged combat attack roll.

Some characters are slow to respond to the world around them. Thought and action runs at a pace behind others. This could be due to a meditative mind state, indecisiveness, or mere craven cowardice In Iron & Honor, this is reflected with the Indecisive trait. A character that has this trait suffers a -1 to his activation die roll to determine how many actions he will receive.

Leader of Men (Heroic/5) Some heroes can inspire their followers to follow them into the very abyss. Their force of will makes friends nearly immune to the effects of fear. Friendly models within 3” of a hero with the Leader of Men trait are immune to Terror.

Ineptitude (Common/-3) Some characters have poor natural abilities. Though still capable enough, they are weaker than their companions in one way or another. In Iron & Honor this is reflected in a penalty that is applied to the character’s attributes. Specifically, a a character with Ineptitude has 1 less attribute to distribute among the four primary attributes. For example, a follower would have 3 attribute points to distribute across the four primary attributes rather than 4.

Lumbering (Common/-2) Some characters are indolent. In order to reflect such slow movement, whether purposeful or not, the Lumbering trait can be given to a model. A model with the Lumbering trait may never use the Run move action.

Inspiring (Heroic/5) A hero with the Inspiring trait can call on her companions and followers to give a greater effort. This may reflect a character who inspires her followers or one who drives them with fear. Regardless, friendly models within 6” receives a +1 to their activation die roll.

Marksman (Common/2) A Marksman is a master with his ranged weapon - a bow or a long arm. A Marksman is able to track and focus on a distant target, unhindered by range. Thus, a model with the Marksman trait has a +3 bonus when making an aimed shot ranged attack.

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just one - at the maximum value. In other words, a hero could have two attributes at a 6; a companion, two at a 5; and, a follower, two at a 4.

Monstrous (Common/5) A creature with Monstrous trait is a horrific entity. Monstrous creatures are the beasts that mothers use to frighten their children to do as they are told. These are beasts that lurk in the darker reaches of the world and of men’s minds. A model with this trait is immune to Terror and itself causes Terror.

Non-Living (Common/6) The Non-Living trait is used to reflect beings such as golems and mechanical constructs. A Non-Living model is Fearless. Non-Living models are also harder to kill. These models have the Tough trait.

Monster Hunter (Heroic/5) There are those who specialize in dealing with monstrous creatures. They have the training and inclination to deal with darkness. A hero with Monster Hunter adds a +3 to close combat attacks against models with the Monstrous trait.

Pet (Common/-2) The Pet trait is used for creatures that accompany a hero or companion – a loyal guard dog, a trained hunting falcon, or a spell caster’s summoned familiar. Of course, it can also be used to represent an overly close follower. For example, in the Northmen Raiding Party, the warrior, Sigrun is given the pet trait to reflect her close bond to the hero. She fights much better when at his side.

Finally, every friendly model within 6” receives a +1 to close combat attack rolls made against a model with the Monstrous trait.

Mounted (Rare/7)

A model with the Pet trait is attached to the hero or a companion at the beginning of the game when the models are deployed. The pet must remain close to the attached character. If the model is not within 6” of the attached character when activated, the pet suffers a -2 to its activation die roll until it is again within 6”. Pets, however, also benefit from staying close to their master. When the pet is within 3” of its hero or companion, the pet receives a +1 to its MA. If the hero or companion is killed, the pet model suffers a -2 to all dice rolls (activation and resolution) for the remainder of the game.

Some characters may have a mount, whether a horse or a creature more fantastical. A Mounted character is faster and harder to hurt. Mounted models add 3” to any Move action. In addition, a Mounted model has +1 wound. A Mounted model may not use the Sneak move action.

Natural Aptitude (Common/5) Some characters are endowed with greater natural abilities. In Iron & Honor, this is reflected in a bonus that can be applied to one of the four primary attributes. Specifically, a model with Natural Aptitude receives +1 attribute point to distribute across the four primary attributes. For example, a hero would have 7 attribute points to distribute rather than just 6.

The Pet trait can only be given to followers.

Quick-fire (Rare/5) Some characters are experts with ranged weapons. A model with a 2handed ranged weapon skill may take the

In addition, a character with Natural Aptitude can have two attributes - rather than

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Quick-fire trait. Of course, this trait requires such a weapon to be modeled on the figure.

The model may spend one Fate to increase the chance of causing a wound. If the player spends one Fate, the second wound is caused on a roll of a 5 or 6.

A model with this trait is not limited to a single ranged attack. Instead, the player may spend 2 Action Points to make 2 standard ranged attacks. Both attacks must target the same enemy model. Each attack is resolved separately.

Slow (Common/-3) Some characters are slow in in their movements. Whether overburdened by gear, lethargic in movement, or with short strides, such characters can be given the Slow trait. A character with the Slow trait subtracts 2” from all move actions.

Ranger (Common/3) A model with the Ranger trait ignores movement penalties for rough terrain.

Spray (Rare/5) Some models have weapons and attacks that cover a broad area rather than striking a single foe. This could represent the flaming breath of a dragon or an arcane flamethrower. A model must be armed with a ranged weapon to be given the Spray trait.

Reach (Common/4) Reach is used to reflect the fact that some models may be armed with long weapons such as polearms, or simply have an extended attack range due to longer limbs. In Iron & Honor, Reach allows characters to defend against characters that are charging them or against mounted models. Therefore, a character with Reach receives a +2 to his Physical Defense resolution roll against the initial standard attack of a character that charged the model. In addition, characters with Reach receive a +2 to their Physical Defense against models with the Mounted and Flying traits.

When attacking at short range with a Spray weapon, the attacker may make additional attacks against enemy models that are within 1” of the first target of the attack. In other words, after resolving the initial attack, the player makes an additional standard ranged attacks against enemy models within 1” of the target model and within short range of the attacker. Each additional attack has a -3 penalty to the attack resolution dice roll and is resolved separately.

Shield Slam (Common/2) A model skilled in the use of a shield and with the Shield Slam trait may make an attack with the shield by spending 1 action point. This is a special attack action that is resolved like a standard melee attack. The model must declare that he is making shield slam attack before rolling the dice for the attack. If the attack is successful, rather than suffering a wound, the target model is pushed back 1” and Stunned. As this is a special action, it does not count as a combat action!

A model with Spray ignores cover when attacking at short range. In other words, a defender does not receive the bonus for cover.

Sorcery (Rare/8) A model with the Sorcery trait can cast spells. Regardless of the nature of the caster – necromancer, priest, psychic, or wizard – any character that will be casting spells in the game must take this trait.

Slayer (Rare/5) A model with the Slayer trait is a brutal melee combatant that is able to cause more damage to an enemy. This can be used to reflect the viciousness of a ferocious beast or the critically placed thrusts of a master fencer.

Sweeping Attack (Rare/5) A model with the Sweeping Attack trait swings his weapon in a wide arc, devastating those around him. This is a special attack. By spending 2 action points, a model with Sweeping Attack resolves a standard attack against every model, friendly or enemy, in base contact with the model. Each attack is resolved separately.

When making a standard melee attack, the model has the chance to cause an additional wound. After the standard close combat attack is resolved, if the enemy model suffered a wound, the attacking model with Slayer rolls a 1d6. On a roll of a 6, the model suffers an additional wound.

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Swift (Common/4) Some characters move rapidly. Whether because of fleetness of their movement or sweeping strides, a model with the Swift trait adds 2” to all move actions.

Tough (Common/4) Models that are Tough are hard to kill. The Tough trait can be used to represent a character with natural resilience to harm or one who has equipment that adds to its resilience, such heavy armor. When a Tough model would take a wound, the model rolls 1d6. On a roll of 6, the model ignores the wound. Instead, the model is Stunned. If a model with Tough suffers a brutal attack, a roll is made separately for each wound. The model may spend one Fate to increase the chance of avoiding a wound. If the player spends one Fate, the wound is avoided on a roll of a 5 or 6.

Undead (Common/6) The Undead trait is used to reflect beings such as vampires, ghouls, and zombies. An Undead model is Fearless and causes Terror. Undead models are also harder to kill and automatically have the Tough trait.

Veteran (Common/4) A character with the Veteran trait has experience dealing with adversity. A Veteran character has years of service that has given her a resolute outlook on life and is not easily cowered or as strongly affected by models with Terror. Thus, a model with the Veteran trait is granted Fearless.

Witch Hunter (Hero/3) A Witch Hunter adds +3 to close combat attacks against models with the Sorcery trait. In addition, every friendly model within 6” receives a +1 to close combat attack rolls made against a model with the Sorcery trait.

Tables have been provided at the end of the book that summarize the traits and their cost.

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SUNDERED ELVE WARBAND Known as the Sundered Elve by the peoples of the northern tribes, this enigmatic race are refuges from a homeland long devastated by their reckless use of magic. Having learned such a harsh lesson, the Sundered Elve are witch hunters without peer, often selling their services to hunt rogue sorcerers and necromancers. Those who have slain a witch earn the privilege of staining their hair white. The skirmish party costs 139 experience points. The party has a Fate pool of 5.

Lady Eike (Hero) Lady Eiki leads a small band of Sundered Elve witch hunters, selling their services to the highest bidder. In a land wrought with untamed sorcerers, her services are in high demand. MA: 4 RA: 3 PD: 5 WP: 6 WO: 5 Cost: 12 ExP Skills: Sword (1H Edged), Shield Traits: Arcane Resistance, Slayer, Witch Hunter

Kane (Companion) Kane is a master fencer, wielding his two swords like a maddened dervish. Though a nominal member of Lady Eike’s party, he remains distant even from his fellow hunters. MA: 5 RA: 2 PD: 3 WP: 3 WO: 3 Cost: 44 ExP Skills: Katana (1H Edged) x2 Traits: Arcane Resistance; Dual Wield, Veteran

Junko (Follower) Junko has long followed Lady Eike across the harsh lands. MA: 4 RA: 2 PD: 3 WP: 3 WO: 2 Cost: 28 ExP Skills: Double Bladed Staff (2H Edged) Traits: Arcane Resistance, Reach, Veteran Nami (Follower) Nami, sister to Junko, is an equally capable fighter. She wields a a large claymore. MA: 4 RA: 2 PD: 3 WP: 3 WO: 2 Cost: 28 ExP Skills Claymore (2H Edged) Traits: Arcane Resistance, Reach, Veteran Tama (Follower) Carrying the infamous hand crossbows of the Sundered Elve, Tama was adoped by Lade Eike as a young child and raised to one day become her successor. MA: 3 RA: 3 PD: 3 WP: 3 WO: 2 Cost: 27 ExP Skills: Sword (1H Edged), Hand-Crossbow (1H Ranged) Traits: Arcane Resistance, Ranger, Veteran

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PLAYING THE GAME their respective activation dice and have activated every one of their models on the table that can be activated.

Getting Ready to Play In order to play, the players first have to assemble their respective skirmish parties based on an agreed game size and as described in Creating a Skirmish Party. Generally, each player’s force should be comprised of six to nine models.

The Main Phase The majority of game time is spent in the main phase. It is during this phase that the players maneuver their figures around the battle field and engage the enemy. Step 1: An activation die is pulled from the dice bag. Either player may draw the die at the discretion of the players. Depending on the color of the die, it is handed to the owning player. That player becomes the active player.

A playing surface will need to be set up before play begins. An area of 3’ by 3’ works well for 28mm figures. The surface should be covered with terrain at the discretion of both players. Generally, it is recommended that terrain be placed in a way that enhances the narrative and aesthetic qualities of the game. Players should note, however, that terrain will impact the game. A lot of terrain that blocks line of sight will tend to favor forces with a close combat emphasis, while light terrain and large areas of clear line of sight will tend to favor forces emphasizing ranged combat.

Step 2: The active player nominates one model to activate. Note that no model may be activated more than once per turn. Step 3: The active player rolls the activation die and applies any modifiers. Then, she consults the table below to determine how many action points the activated model has available to use. A model spends action points in order to perform various actions.

In addition, the players should have gathered their various dice, measuring tapes, and other accessories. Once the skirmish parties are assembled and the terrain placed on the play surface, players choose from one of six encounters. The encounter that is chosen will decide where the opposing forces are deployed on the table and the victory conditions for the game session. In keeping with the flavor of Iron & Honor, the encounters are designed to allow players to use whatever miniatures and terrain they have available. These encounters are described later (see Encounters).

Dice Roll 0 1 or 2 3, 4, or 5 6+

Of course, a model that rolls a modified 0 means that he will have no action points and cannot perform any actions.

Once the models are deployed according to the encounter, the game begins with the first turn!

Step 4: Depending on the number of action points available, the active player performs up to 3 actions and executes the results of the action(s) chosen with the activated model. The first action must be executed and resolved before moving on to the second action, and so forth.

The Turn Sequence Iron & Honor is played in turns. A turn is divided into two phases: the Main Phase and the Maintenance Phase. A turn begins with the drawing of an activation die from the dice bag. A turn ends when both players have used all

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Action Points 0 1 2 3

Once all the action points are spent, the activation die is left next to the activated model as a reminder that the model has completed its activation.

The Maintenance Phase It is during the Maintenance Phase that the players clean up the play surface and get ready for the next turn. There are two essentially tasks that must be performed during this phase.

A player may choose to use less than the total number of action points available.; however, any unused action points are lost.

First, any models that were killed lose their activation die. Activation dice that are lost are set aside; thus, reducing the number of dice available for the next turn. All of the remaining activation dice are returned to the dice bag.

Once the active player has executed all the available actions for the model, the players go back to step 1 and a new activation die is drawn.

Second, each player replenishes his total Fate Pool to be used in the next turn.

The main phase ends once all eligible models on the table have acted and the dice bag is empty. The players move to the Maintenance Phase.

The next turn begins after the maintenance phase.

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ACTIONS An activated model uses the available action points (AP) to perform actions - the action points available being based on the result of the activation die roll. As described below, most actions cost one or two AP. On rare occasion, an action may cost three AP. A player must have enough AP to be able to pay for an action.

● If a model ends its movement in base-to-base contact with an enemy model, they are considered to be engaged in melee combat. ● During its movement, a model may freely pass through friendly models that are not engaged in close combat. It is presumed that friends - when they aren’t preoccupied with defending themselves, make way for each other. In addition, friendly models may end their movement in base-to-base contact with each other without consequence.

In addition to their cost, actions are divided into Move Actions, Combat Actions, and Special Actions. There is no restriction on the order in which actions can be performed; the player decides how to spend action points with regard to when to move and when to fight. Once the total number of action points available is known, the player must declare all the actions to be performed by the character. It is presumed that each action is occurring in relatively quick succession. Each action, however, must be completely resolved before moving on to the next action.

● A model may never pass through the base of an enemy model. In addition, unless engaging in close combat, enemy models must remain 1” apart at the end of a move action. Of course, sometimes a model’s movement will bring it within 1” of any enemy model, but not in base-tobase contact. In other words, the model finds itself with insufficient movement to get into baseto-base contact. In such a case, the model’s movement ends 1” away.

Generally, a model may not perform more than one of each type of action per activation. In other words, no more than one move action, one combat action and one special action. Of course, situations and traits may allow a character to break this general rule.

Players choose from one of the following move actions when moving a figure across the tabletop:

Move Actions Move actions are the most straightforward and are generally self-explanatory. There are five move actions available to models: walk, run, charge, disengage and sneak.

Walk: A model may spend 1 action point to walk up to 6”. The walk move does not have to be in a straight line, but it cannot be more than 6”.

There are certain basic rules that must be kept in mind with regard to movement in Iron & Honor:

Run: A model may spend 1 action point to move up to 9”. The run move does not have to be in a straight line, but it cannot be more than 9”.

● Although a model can change its facing at any time during its activation, it must always move in the direction it’s facing. In other words, characters cannot move backward or side-step, but have to turn to face the direction they are moving.

Though running allows a model to cover more ground, there are consequences. Running is both fatiguing and distracting as the character attempts to navigate a hostile area quickly. A character that declares the run action suffers a -3 penalty to any active and reactive resolution dice rolls during that turn.

● At the end of its move, a model’s base may not overlap another model’s base.

Example: Anne draws an activation die and decides to activate Sigil the Dwarf. She rolls the die for a 2 giving him one action point. She decides he needs to quickly needs to move through some ruins to support Brother Rupert. She

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uses the run action and moves him 9” through the ruins of an old fort. Sigil will suffer a -5 penalty to any subsequent dice rolls (-3 for run and -2 for moving through rough terrain).

Combat Actions There are two broad types of combat actions available to characters: close combat actions and ranged combat actions.

Charge: Charging is a special move action that grants a bonus to a melee attack. A model may spend 2 action points to charge an eligible target. A target is eligible for a charge if it is at least 3” away and in LOS of the charging model. As a reminder, this also means the target must be in the model’s front arc.

Close Combat Close combat actions are used to attack another model when in base-to-base melee combat. As already noted, regardless of how two opposing models find themselves in base-to-base contact (e.g., walking, running, charging, etc.), once they are in such a position, the models are considered to be engaged in melee combat.

To make a Charge move, the model must declare the target of it’s charge move. A charging model moves upto 6” and performs one free standard attack with a +2 to the attack resolution roll. Unlike other move actions, a charging model must move in a straight line.

Once the models are engaged in melee combat, the player chooses from one of the following close combat actions when making a melee attack:

Disengage: Disengage is a special move action. During its activation, a model may spend 2 action points to disengage from melee combat. The model may change its facing and move up to 6” in any direction, following the standard rules for movement.

Standard Close Combat Attack: A player may spend 1 action point to make a standard close combat attack against an eligible target. A target is eligible if the attacker has the model in its front arc and is in base-to-base contact.

Any enemy models that are in base contact with the model and not Stunned may each make 1 standard close combat attack against the disengaging model before the model is moved. A model making this free attack is not counted as having activated. The attack is resolved following the rules for close combat before the fleeing model is moved. Fate may not be used during the resolution of this close combat by either player; however, any modifiers that may apply (e.g., back strike) are still used.

Furious Attack: A model may spend 2 action points to make a furious melee attack against an eligible target. A model making a furious attack rolls an additional 1d6 during the attack roll. Example: Eventually, Ben draws an activation die. He decides to activate Raensleyar and rolls the activation die for a 5. As a hero, he adds a +1 to the roll for a 6 and 3 action points! He declares his actions: walk and furious attack. Raensleyar moves forward 6” to get into base-to-base contact with the opposing model and then resolves the furious attack action with a +1d6 to the active resolution roll.

A model that disengages immediately ends its activation at the end of the movement. A disengage action cannot be used to move into base-to-base contact with an enemy figure. If a disengage action would bring the model into base-to-base contact with an enemy model, the models are kept 1” apart.

Shove: A model may spend 1 Action point to push an eligible target away. A shove is resolved like a standard close combat attack; however, if the attacker is successful, rather than suffering damage, the target model is pushed away from the attacked 1”. The pushed model’s facing remains the same.

Sneak: Sneak costs 2 action points. Sneaking allows a character to move up to 6”. In addition, the character is granted Stealth until its next activation. If the Sneak action brings the model into base-to-base contact with an enemy figure, the models are considered engaged in melee combat.

Of course, there must be space for the targeted model to be pushed into. If a model’s entire base leaves the game board due to a shove, the model is removed from play. If another model or terrain prevents the model from being pushed back 1”, the model is pushed away as far as possible and is stunned.

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A model in Full Defense adds 1d6 to any PD roll it makes against a melee combat attack during that turn. In addition, a model in Full Defense is immune to being Stunned. Full Defense lasts until the maintenance phase.

Ranged Combat Ranged combat actions are used to attack another model from a distance. A model may not spend an action point on a ranged attack if engaged in melee. In addition, the model must have an eligible target. A target is eligible when the attacking model has line of sight to the model and the target is within the maximum range of the weapon used by the attacking model.

Example: Anne finds Anneviere attacked by Raensleyar and notices that Botmundr and Frokn are about to close in on her. She decides to play it defensive and declares she is going into full defense as soon as Raensleyar engages in close combat. She takes one of her activation die from the dice bag and places it next to Anneviere as a reminder that she has been activated. She now gets to add a 1d6 to any reactive resolution dice rolls that use the PD attribute.

A character that is eligible to make a ranged attack may choose from one of the following ranged combat actions when making a ranged attack:

Shake Off: A model that has been Stunned must spend 1 Action Point to shake off the effects of the stun at the beginning of its activation. It cannot spend any other action points until it does so.

Standard Ranged Attack: A model may spend 1 action point to fire a ranged weapon at an eligible target. Example: During a subsequent draw, Anne decides to activate Delia. She then rolls the die for a 4, getting 2 action points. She declares her two actions: a standard ranged attack and then a run action to get out of the reach of any opponents. The run action causes Delia to suffer a -3 to her resolution dice roll and she misses the attack. She does, however, run toward a safer position. She could have declared a walk action as her second action and avoided the penalty. Aimed Shot: A model may spend 2 action points to fire an aimed shot at an eligible target. Essentially, the model is spending time to aim before firing his weapon. Thus, a model making an aimed shot receives a +2 to the attack resolution roll.

Special Actions Special actions are tactical actions that can be used at any time by a model if there are enough action points to pay the requisite cost. Cast a Spell: A model with the Sorcery trait may cast a spell by spending 1 to 3 action points (see Sorcery). Full Defense: A model that has not activated this turn, may enter Full Defense at any time that an enemy model engages it in melee combat. When it does so, the controlling player declares that the model is entering Full Defense and removes an activation die from the dice bag and places it next to the model. The die is not rolled and the model’s activation immediately ends. Essentially the character forfeits its activation in exchange for more protection against any potential attacks.

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COMBAT Iron and Honor is a game about combat. Regardless of the scenario or the nature of the opposing forces, combat is inevitable. The rules for combat are kept simple and fights are resolved the same way regardless of whether it is close combat or ranged combat - with opposed active and reactive resolution rolls (see Rolling the Dice). The only aspect that changes, as described below, is the relevant attribute and any modifiers that might apply.

Step 5: Determine Effects. If the attacker rolls doubles, the defender is Stunned, the blow staggering him and dropping him to his knees. A defender can be Stunned regardless of whether a wound was suffered or not. In addition, if the attacker rolled a critical double (i.e., 2 6’s) on the attack resolution roll, the defender is Stunned and suffers a brutal attack. A model that suffers a brutal attack receives 2 wounds rather than just 1. Remember that some weapons also cause a model to be Stunned or suffer a brutal attack regardless of the dice rolls!

Close Combat Close combat involves the use of swords, hammers, fists, natural weapons, or anything within reach to strike at an opponent in melee combat. All models are able to engage in close combat, regardless of whether or not a melee weapon is modeled on the miniature. It is assumed that the character has picked up a rock, an improvised weapon like a bar stool, or is simply fighting barehanded.

Sometimes, traits may allow a player the opportunity to make a second attack. If the model has a second attack available, steps 1 through 5 are repeated to resolve the second attack. Example: Anne has brought Nami into base-to-base contact with Raensleyar and has declared a furious attack. In addition, she decides to spend a Fate point for Inner Reserve. Ben doesn’t have any Fate points left to spend.

A close combat fight is resolved with the following steps: Step 1: Once an attacker is in base-to-base contact with a defender, the player declares an attack – standard or furious - and spends the necessary action points. The attacker declares whether any Fate will be spent on the attack roll. Then, the defender declares whether any Fate will be spent on the defense roll.

So, Anne makes an active resolution dice roll with 4d6 (2d6 base + 1d6 for furious attack + 1d6 for Inner Reserve) and adds Nami’s MA attribute of a 4. She rolls a 6, 6, 3, 4 for a total result of 23. Ben rolls his reactive resolution roll of 2d6 and adds his PD attribute of a 5. He rolls a 4 and 5, for a total result of 14. Nami beats him!

Step 2: The attacker makes a resolution roll with the MA attribute. In other words, she rolls 2d6 (or more) and adds the model’s Melee Attack attribute to the roll. Any bonus or penalty modifiers are applied to the result.

Because Nami rolled a critical double - Raensleyar suffers 2 wounds and is stunned. Of course, because Nami was armed with a 2h edged weapon, she would have caused a brutal attack regardless of the dice roll because she used a furious attack action.

Step 3: The defender makes a resolution roll with the model’s PD attribute. She rolls 2d6 (ore more) and adds the model’s Physical Defense attribute score to the roll. Any bonus or penalty modifiers are applied to the result.

Ranged Combat

Step 4: Both players compare their final results. If the attacker’s result is greater than defender’s result, the defender suffers one wound. Otherwise, the defender managed to avoid suffering a wound.

Ranged combat occurs when one characters attacks another from afar. Excluding spell casting, which will be discussed next, this can be the use of a pistol or bow, or something far more exotic. Regardless of the nature of the ranged weapon, when making a ranged attack, it is resolved with the following steps:

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Step 1: The attacker spends 1 action point to make the ranged attack. The attacker nominates an eligible target. To be eligible, the attacker must have LOS to the target model; and, the target model must be within the maximum range of the weapon being used. The attacker declares whether any Fate will be spent on the attack roll. Then, the defender declares whether any Fate will be spent on the defense roll.

Area of Effect Some ranged attacks have the ability to hurt more than just the initial target. Such weapons have an Area of Effect (AOE) that can damage models within 3” of the initial target. This could be used to reflect an exploding shell, a radiating fireball, or a cloud of poison. In order to resolve an AOE attack, the attacker follows the five steps already outlined for a standard ranged attack. In other words, the model spends 1 Action Point to make a ranged attack against an eligible target. Both players make the necessary dice rolls to resolve the initial attack.

Step 2: The attacker makes a resolution roll; she rolls 2d6 (or more) and adds the model’s Ranged Attack attribute to the roll. Any bonus or penalty modifiers are applied to the result.

If the attack causes a wound to the original target model, every other model within 3” of the original target model, enemy or friendly, is caught in the AOE. Every model caught in the AOE (except the original model) makes a PD roll with a +2 bonus to the roll. All the defensive rolls are compared to the original attack roll. Thus, some models may be damaged while others are not harmed.

Step 3: The defender rolls 2d6 (or more) and adds the model’s PD attribute score to the roll for his resolution roll. Any bonus or penalty modifiers are applied to the result. Step 4: Both players compare their final results. If the attacker’s result is greater than the defender’s result, the defender suffers one wound. Otherwise, the defender managed to avoid the attack and does not suffer any wounds.

If the attack against the target model does not cause a wound, the AOE attack is presumed to have drifted off target with no effect.

Step 5: Determine Effects. If the attacker rolls doubles, the defender is Stunned, the blow staggering him and dropping him to his knees. A defender can be Stunned regardless of whether a wound was suffered or not.

Combat Modifiers There are situational factors that can impact a character’s effectiveness in combat. These are modifiers - bonuses or penalties - to the dice roll made either by the attacker or the defender. Some modifiers apply to close combat and others apply to ranged combat.

Sometimes, traits may allow a player the opportunity to make a second attack. Thus, if the model has a second attack available, steps 1 through 5 are repeated to resolve the second attack.

In Iron & Honor, modifiers are cumulative. It should be noted that various traits also modify dice rolls. These are not discussed here as they are part of a character’s traits. Rather, the following modifiers are situational factors that apply regardless of any traits.

Example: Anne decides to have Tama shoot a crossbow bolt at Sigrun who will probably be coming to Raensleyar’s aid. Tama has line of sight to Sigrun but is 7” away, which is long range. She will have a -1 penalty to her attack resolution roll. And, Anne has no more Fate to spend. Ben decides that Sigrun really has to survive in order to help Raensleyar and declares he will spend a Fate for Inner Reserve.

Close Combat Modifiers There are situations that can effect the die roll for either the attacker or the defender. These are added as bonuses or penalties to the appropriate die roll.

Anne rolls 2d6 - a 3 and a 2 - and adds it to Tama’s RA of a 3 for a total of 8. Subtracting the range penalty, she has a final result of a 7. This should be easy to beat. Ben rolls 3d6 and gets a 2, 2, and 4. He adds it to Sigrun’s PD of a 3 for a total result of 11. Tama fails to wound Sigrun.

Backstab: When attacking a model’s back arc, the attacker receives a +2 to the close combat attack roll.

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the model receives a +1 to the attack roll.

Charging: If the attacker used the Charge special action, the attacker receives a +2 to the standard close combat attack resolution roll for the first attack.

Cover: If a model is behind cover and at least within 1” of the cover, the model receives a +2 to its Physical Defense against ranged attacks.

Defender with Shield: If a defender is equipped with a shield, the model receives a +1 to its Physical Defense attribute against close combat attacks in its front arc.

Long Range: If the model is making a ranged attack at long range, the model suffers a -2 penalty to the attack roll.

Gang Up: Sometimes, a character may be attacked by multiple enemies making them more vulnerable. To reflect this, each attacker receives a bonus for every other friendly model that is fighting the enemy model. Specifically, each attacker receives a +1 to the close combat attack resolution roll for every other friendly model in base contact with the defending model. For example, if a model is in base contact with three enemy models, each of them would receive +2 to their attack roll.

Target is Large: If the target of a ranged attack has the Large trait, the attacker receives a +2 to the ranged combat attack roll. Target is Gargantuan: If the target of a ranged attack has the Gargantuan trait, the attacker receives a +3 to the ranged combat attack roll. Target is in Close Combat: If the target of a ranged attack is engaged in close combat, the attacker suffers a -3 penalty to the ranged combat attack resolution roll.

Run: A model that used the run move action suffers a -3 penalty to all resolution rolls during the turn.

Run: A model that used the run move action suffers a -3 penalty to all resolution rolls during the turn.

Target Stunned: A model that is Stunned suffers a -3 penalty to his Physical Defense against close combat attacks.

Stealth: A model with Stealth receives a +4 to its Physical Defense against ranged attacks.

Unskilled Attacker: A model that does not have a melee combat skill suffers a -3 to the attack resolution roll.

Ranged Combat Modifiers As with close combat, there are situations which can modify the die roll during ranged combat for either the attacker or the defender.

Black Powder Weapon: When firing a black powder weapon within short range,

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SORCERY Some characters are able to cast spells. In Iron and Honor this limited is reflected in the use of the Sorcery trait - only those who have it can cast spells. As this is limited to the hero and companions, followers can never cast spells. In Iron & Honor, there is no particular magic system per se. Sorcery and spells are used as a convenient short hand to describe any manner of the magical and supernatural. In keeping with the open design of the rules, the nature of spell casters and spells is left to the players’ imagination. A spell caster may be a divine cleric receiving his spells through a god, a necromancer, or a learned wizard. A spell may be a divine curse, a bolt of lightning, or a psychic manipulation.

Basic Rules There are certain basic rules to Sorcery. The base cost for casting a spell is 1 action point. A sorcerer may cast as many spells as he has action points available with the following caveats: Casting spells costs focus and concentration. A sorcerer that is in base-to-base contact with an enemy model may not cast a spell. A sorcerer that used the Run move action during that turn suffers a -4 penalty to spell casting rather than the usual -2 penalty for running. Spells are always cast against an opponent and follow the same basic principles for ranged combat. First, a basic spell has a range of 18”. Therefore, a target of a spell must be within 18”. In addition, a sorcerer must have line of sight to the target model.

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Enhancing Spells

resolved against the target. Otherwise, the spell was not successfully cast.

In addition to the base cost of 1 action point per spell cast, a sorcerer may spend up to 2 additional action points to enhance the casting. The spell caster chooses from one of the following enhancements:

Step 7: Determine if the casting resulted in burn out (see below).

Greater Reach: By spending 1 action point, the spell caster can extend the range of the spell by 6”.

Burn Out There is a risk with drawing power to enhance a spell or increase its potency. When the sorcerer makes a resolution dice roll, if at least two of the dice rolled show a natural 1, the spell caster has suffered Burn Out. A spell caster that has burned out may no longer cast spells for the remainder of the game. The current spell, if successfully cast, is still resolved.

Greater Focus: For 1 action point, the spell caster can add +2 to the spell casting roll. Sorcerer’s Gambit: For 2 action points, the spell caster may roll an additional 1d6 when casting a spell. More than One: For 2 action points, the spell caster may add the Blast effect to aspell.

Spells

Casting a Spell

There is no list of specific spells for specific types of casters in Iron & Honor. Rather, spells are abstracted into general types. Players may define and describe spells as they choose based on the flavor and narrative of the setting.

In Iron & Honor, casting a spell is an opposed resolution test, following the same basic mechanics as combat. This is an abstraction to reflect the inherently inaccurate nature of channeling and controlling magic. Thus, to cast a spell, the following steps are taken:

When casting a spell, the character may choose from the following spell types:

Step 1: The sorcerer chooses a spell to cast and declares how many action points are going to be spent on the spell and any enhancement that is chosen. The sorcerer also declares whether Fate will be used on the spellcasting.

Confusion If successfully cast, Confusion impairs the target model’s ability to act. A model that is successfully targeted by Confusion suffers a -1 penalty to their activation die roll for that turn. Confusion expires during the Maintenance Phase.

Step 2: The sorcerer declares an eligible target. For a target to be eligible, the spell caster must have clear line of sight and the target must be within 18” (or 24” if an action point was spent to extend the range). Once the target is declared, the opposing player declares whether Fate will be used for the reactive resolution roll.

The targeted character resists Confusion with Willpower.

Step 3: The sorcerer makes a resolution roll with her WP attribute. In other words, the caster rolls 2d6 (or more) and adds the spell caster’s Willpower attribute to the roll. Any bonus or penalty modifiers are applied to the result.

Entangle If successfully cast, an Entangle spell reduces the target model’s movement ability. A model that is successfully targeted by Entangle reduces its movement by half. In addition, the model may not use the Charge action while under the effect of Entangle. This is cumulative with any other penalties that may apply to movement. Entangle expires during the Maintenance Phase.

Step 5: The target of the spell rolls 2d6 (or more) and adds the model’s Willpower or Physical Defense attribute score (depending on the spell cast) to the roll for his reactive resolution roll. Any bonus or penalty modifiers are applied to the result.

The targeted character resists Entangle with Willpower.

Step 6: Both players compare their final results. If the spell caster’s result is greater than the defender’s result, the spell is successfully cast the effects of the spell are

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Target is in Close Combat: If the target of a spell is engaged in close combat, the sorcerer suffers a -3 penalty to the spell casting dice roll.

Push If successfully cast, a push spell moves the target model 2” directly away from the caster. If the move would result in the model hitting an object or other character, the target model stops once it is in base contact with the object or model. If the target model would leave the play area, the model stops at the edge of the board.

Run: A model that used the run move action suffers a -3 penalty to all resolution rolls during the turn. Stealth: If the target has Stealth, the target receives a +4 to its Physical Defense against a spells that are resisted with PD.

This spell is resisted with a character’s Physical Defense attribute.

It is important to note that a target does not benefit from cover when the target of a spell.

Ravage A ravage spell is any attack spell that causes physical damage to an enemy model - a fireball, telekinetic projectile, or a necromantic malediction.

Example: Ben activates his sorceress, Aurat. Rolling her activation die, he gains 2 action points. He decides he wants to target Sigil the Dwarf with a Ravage spell. Sigil is out in the open but 20 inches away. So, the player spend 1 action point to cast Ravage and another action point for Greater Reach. Finally, he also decides that he wants to make sure Aurat succeeds, so he decides to spend Fate on Inner Reserve to add 1d6 to the spell casting resolution roll.

A ravage spell that is successfully cast causes 1 wound to the target model. The targeted model resists Ravage with his Physical Defense attribute.

Stun

Anne decides to also spend a Fate to resist the spell, purchasing Inner Reserve to add 1d6 to her reactive resolution die roll.

Stun does not cause physical harm to the enemy model, but hampers their fighting ability and makes them vulnerable. A stun spell can be a confusing mirage, the impact choking dust, or a telekinetic shove.

Ben’s resolution dice roll results in a 6, 5, and 3. He adds this to Aurat’s WP attribute for a total score of 19. Now, Anne rolls her reactive resolution dice roll. She rolls a 4, 4, and 2. Adding the result to Sigil’s WP of a 3, the final result is 13. Ben succeeds in the spell casting and causes 1 wound to Sigil the Dwarf.

A stun spell causes no wounds, but the target is Stunned if the spell is successfully cast. The targeted character resists Stun with his Willpower attribute.

Fortunately for Anne, Sigil has the Tough trait and a chance to avoid the damage. She decides to spend a Fate to increase the chance of succeeding. She really needs Sigil to stick around! She rolls a 5, glad she spent the Fate. Sigil avoids the wound, much to Ben’s consternation.

Weakness If successfully cast, weakness temporarily reduces one attribute of the sorcerer’s choosing. The enemy model receives a -2 penalty to one of the four primary attributes (i.e., MA, RA, PD, or WP) chosen by the sorcerer. Weakness expires during the maintenance phase. Weakness is resisted with a character’s Willpower attribute.

Spell Casting Modifiers The following situational modifiers apply to spell casting. Again, modifiers are cumulative.

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GHRIM COMPANY Bandits and highwaymen are often a plague on merchants. One such band is led by the notorious Caterine Ghrim. Fueled by avarice and envy, the Ghrim Company show little mercy to their victims. The party costs 190 experience points. It has a Fate pool of 6. Caterine Ghrim (Hero) Little is known of Caterine’s past. Suffice to say, it is one that has hardened an already cold heart. The only person she appears to care for is Noemi. MA: 6 RA: 6 PD: 3 WP: 4 WO: 5 Cost: 25 ExP Skills: firelock (2h ranged), dagger (1h bladed) Traits: Agile, Inspiring, Natural Aptitude, Quick-fire, Tough Noemi Ghrim(Follower) Caterine’s adopted daughter, Noemi often uses her beguiling looks to lure fools into a trap. MA: 3 RA: 3 PD: 3 WP: 3 WO: 2 Cost: 29 ExP Skills: sword (1h edged), firelock pistol (1h ranged) Traits: Agile, Assassin, Veteran

Amelie (Companion) Amelie is a pistoleer without peer. Wielding two firelock pistols, no man has ever bested her in a duel. MA: 3 RA: 5 PD: 3 WP: 3 WO: 3 Cost: 46 ExP Skills: firelock pistol (1H ranged) x2 Traits: Agile, Assassin, Dual Wield, Natural Aptitude, Swift

Marius (Follower) Once a marksmen for the king’s guard, Marius fell into disgrace alongside Simon. A damaged leg causes him to move with some difficulty. MA: 2 RA: 4 PD: 3 WP: 3 WO: 2 Cost: 30 ExP Skills firelock (2h ranged), dagger (1h bladed) Traits: Lumbering, Marksman, Good Karma, Veteran

Simon (Follower) A disgraced captain of the guard, Simon now earns his keep with the Ghrim Company.

Phillipe (follower) A thug and sadist, Phillipe even makes Simon quiver with dread when the lust takes him.

MA: 4 RA: 3 PD: 3 WP: 3 WO: 2 Cost: 31 ExP Skills: sword (1h edged), firelock pistol (1h ranged) Traits: Agile, Natural Aptitude, Veteran

MA: 3 RA: 3 PD: 3 WP: 3 WO: 2 Cost: 29 ExP Skills: sword (1h edged), firelock pistol (1h ranged) Traits: Berserker, Tough, Veteran

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SPECIAL RULES There are certain special rules and effects that impact how characters move and fight in Iron and Honor. Some effects are temporary, while others have a more permanent effect. This includes conditional effects, the use of cover, and the impact of terrain (which is discussed next).

There are a few brave and hardy souls that are not as easily cowered. Some models, such as heroes, are immune to the effects of terror. Others have the fearless quality or are granted the fearless quality. Though not completely immune to the effects of terror, a fearless character does not suffer the -3 penalty to resolution dice rolls; rather, penalty is reduced to only a -1 penalty. In addition, a character that is fearless does not suffer the penalty to activation dice rolls caused by Terror.

Conditional Effects Stealth A model may have Stealth as a trait or be granted Stealth due to situational circumstances. A model with Stealth receives a +4 to its physical defense against ranged attacks. A model with Stealth also receives a +4 to its physical defense against spells that are resisted with PD. A model loses Stealth if it makes an attack.

Cover

Stunned

Regardless of the nature of the cover, when a model is partially obscured from an attacker making a ranged attack, the model receives a +2 modifier to its Physical Defense. As already noted, this bonus is only against ranged attacks.

Cover provides defense to a model against ranged attacks. In essence, it is modifier that effects an attacker’s ability to target the model. Often this is a piece of terrain that partially blocks the attacker’s line of sight. Perhaps it is a low wall or hedgerow or the obscurity provided by a forest.

A model can be Stunned as a result of an attack or a spell. A model that is Stunned can be shook up from the blow or knocked of her feet. Regardless of the narrative, when a model is Stunned, she is more easily attacked. The Stunned model suffers a -3 penalty to her Physical Defense until no longer Stunned. A character that is Stunned must shake off the effect during its next activation at a cost of 1 Action Point. When a model shakes off Stunned, it may face in any direction chosen by the controlling player. A model that is Stunned may not otherwise spend Action Points until it is no longer Stunned.

Terror & Fearless Some figures cause terror. They spread an aura of pervasive dread that is distracting the enemy. It disrupts their thinking and can cower them. Any enemy model within 6” of a model that causes terror suffers a -3 to resolution dice rolls and a -1 penalty to activation dice rolls. In addition, a model that causes terror may not be charged. Of course, models that cause terror are inherently immune to the effects of terror themselves.

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TERRAIN momentarily lose her footing, but she’ll make up for it with the extra burst of speed needed.

The skirmish party are the characters in the narrative. The encounters provide the plot and background. In a sense, terrain provides the scenery for the unfolding story. When placing terrain features on the board, players should do so enhance the narrative - it should create a visually appealing tabletop that also affords a tactical challenge.

Obstacles are barriers that can be passed over, but still pose a hindrance. The most common obstacle would be a low wall or fence, a stack of barrels and crates, or a crumbling wall. Climbing over an obstacle costs 1”. Of course, players can decide in advance of a game that some larger barriers (e.g., a stack of crates and barrels) have a greater movement cost.

Players have quite a variety of terrain available to them, so it would be impossible to have specific rules for using terrain in Iron & Honor. It is advisable that players use common sense to define the nature of the terrain elements on a board before the game begins.

Types of Terrain In Iron & Honor terrain is divided into four types: clear, rough, obstacles, and impassable. Each type of terrain affects a character’s movement. Clear terrain is the easiest to define. Any terrain that is not rough, an obstacle, or impassable is clear terrain. For example, plains, grasslands, light forests, and roadways can be defined as clear terrain. There is no hindrance when moving across clear terrain. Rough terrain includes ruins cluttered with rubble, shallow water, and dense forests. These can all be classified as rough terrain. When moving across rough terrain, the character suffers a penalty to any subsequent actions in that turn. Specifically, if any part of a character’s base passes through rough terrain during its movement, the model suffers a -2 penalty to any subsequent dice rolls during that turn. In other words, unlike other games that penalize a character's movement when traveling through rough terrain, Iron & Honor penalizes subsequent actions. In a the small battlefield of a skirmish setting, it is presumed that characters put forth the the extra effort needed to cross rough ground. A character may stumble or

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Impassable terrain literally prevents models from going across. This includes buildings, walls that are too high to climb, chasms, and cliff faces. Sometimes, players may also wish to define deep water as impassable terrain. This is left to their discretion depending on the narrative of the encounter. Impassable terrain cannot be moved through. A model must move around such terrain.

Area Terrain Fantasy games often take place around ruins and in forests. It is not uncommon to see such terrain features on a gaming table. Of course, a clump of three trees may literally represent a small grove of three trees, but usually such a clump often represents a forest with numerous trees and undergrowth. Area terrain - a term familiar to experienced war gamers - is used to define terrain features on the board that tend to be rather amorphous in their boundaries. For game play ease, forests and ruins are often represented by an abstract clustering of trees or rubble, respectively. Two or three trees representing a forest that allows players to more easily maneuver miniatures through the “forest.” In the game, area terrain is always considered rough terrain. In addition, a model that is in area terrain receives the benefits of being in cover. Finally, area terrain blocks line of sight. In other words, regardless of whether the model’s eye view of another figure allows it to be seen, models can never see through area terrain. Generally, it is recommended that area terrain be represented by the appropriate terrain features (e.g., trees, rubble, etc.) mounted on a base. Then, the area of the base defines the boundaries of the area terrain. Players should decide what terrain elements will constitute area terrain before beginning the game.

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ENCOUNTERS In Iron and Honor, encounters are the backdrop to the skirmish - the reason the two parties are engaging in battle. Every engagement is an individual event, but they can be played as part of a broader campaign if the players agree.

The following encounters, in keeping with the flavor of the game, don’t require any particular miniatures or terrain set up. They can be played with whatever you have available.

Encounters provide the parameters for the coming battle. An encounter defines how the forces are deployed, the length of the fight, the objectives and conditions for victory and defeat. Victory is often determined by which player earned the most Experience Points from the encounter. Once players have organized their skirmish parties and set up the terrain, it’s time to decide on an encounter. Both players should mutually agree which encounter they wish to play.

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the lower result chooses one of the short table sides (3’ side) and deploys his forces within 9” of the table edge. The second player - the one with the higher result - then deploys his forces within 9” of the opposite table edge.

Engagement Engagement is the most basic - even default - encounter for Iron & Honor. The players’ skirmish parties have engaged each other and the objectives are simple - inflict maximum carnage. It is simple and straightforward and makes for an excellent choice when first learning the game.

One piece of terrain, representing an important landmark in the area, is placed in the center of the board. The terrain piece should be appropriately modeled and no more than 3” in diameter.

Set Up & Deployment First, each player roll 1d6. The player who’s hero has the higher WP attribute adds +1 to the roll. The player with the lower result chooses a table side and deploys his forces within 9” of the table edge. The second player - the one with the higher result - then deploys his forces within 9” of the opposite table edge.

Objective & Game Duration The objective in Landmark is for each force is to take control of the landmark. The landmark is considered controlled by the side that has more models within 6” of the terrain piece. If both players have an equal number of models in base-to-base contact with the terrain piece, it is considered uncontrolled.

Objective & Game Duration

In this encounter, ExP is calculated each turn. Specifically, during the maintenance phase of each turn, a player earns 1 ExP when she is in control of the landmark.

The goal in Engagement is rather straightforward. Both sides must attempt to destroy the opposing skirmish party while preserving their own.

The game is played for six turns.

The game is played for at least six turns. During the maintenance phase of turn 6, roll 1d6. On a roll of 4, 5, or 6, one additional turn is played. Otherwise, the game ends.

Victory Conditions At the end of the game, the winner is the player who earned the most experience points after six turns. In the case of a tie, the game is a draw.

Victory Conditions At the end of the game, the winner is determined by calculating experience points. In Engagement, experience points are earned by killing enemy models. A player receives 3 ExP for killing the opposing hero, 2 ExP for each opposing companion, and 1 ExP for every opposing follower that is killed.

Rescue The enemy has captured an important follower. Whether harboring a secret or someone emotionally close to the hero, the follower must be rescued!

The player who earns the most ExP s the winner. If both players earned the same amount of ExP the game is a draw.

Set Up & Deployment First, each player roll 1d6. The player who’s hero has the higher WP attribute adds +1 to the roll. The player with the higher result is considered the Kidnapper and the other player is the Rescuer. Before any models are deployed onto the table, one follower model from the Rescuer’s force is chosen at random. This model becomes the Prisoner and is the objective of the scenario. The Prisoner’s activation die is also set aside.

Landmark Each force is preparing for an imminent large scale battle. A small patch of land has been determined to be critical in the upcoming battle. The two skirmish parties have been ordered by their respective commanders to take control of the area. In order to mark the conquest, they must take and hold an important landmark.

The Kidnapper chooses one of the table edges and deploys his forces within 9” from the table edge. The Rescuer then deploys his forces 6” from the opposite table edge. Finally, the Prisoner is deployed by the kidnapper. The Prisoner must be deployed 6” away from any table edge and 6” away from any other model, Rescuer or Kidnapper.

Set Up & Deployment First, each player roll 1d6. The player who’s hero has the higher WP attribute adds +1 to the roll. The player with

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The Prisoner model is considered neutral until it has been rescued and is immune to any damage or effects until it has been rescued.

Objective & Game Duration In Rescue, both players have opposing objectives. The Rescuer must save the Prisoner and the Kidnapper must prevent this from happening.

The game is played for six turns.

Victory Conditions

In order to rescue the Prisoner, one of the Rescuer’s models must be in base contact with the Prisoner during the maintenance phase of a turn and there must be no enemy model within 3” of the Prisoner. Once rescued, the model’s activation die is added to the dice bag during that maintenance phase. The model is activated as normal in subsequent turns and is no longer considered a Prisoner. In other words, the model joins his skirmish party.

At the end of the game, the Rescuer is considered the victor if the prisoner model was rescued and remained alive at the end of the game. Otherwise, the kidnapper is considered the victor. The victor receives 3 experience points.

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Salvage

Scouting Run

The opposing forces have heard of war gear lost in the aftermath of a large battle and both are now on the ruined fields to collect it.

Two armies are planning to face each other on the field of battle. Each player’s respective force is a small reconnaissance group that has been tasked with scouting the area before the main forces converge.. Each skirmish party must scout the battlefield.

Set Up & Deployment Set Up & Deployment

Both players have two objective markers each. These represent the salvage that is being sought by the skirmish parties and should be represented by suitable objectives that are 25-30mm in diameter. Of course, if no such objective is available, a marker or coin of appropriate size may suffice.

For Scouting Run, the table is divided into four equal sized table sections of 18” by 18”. These are the areas that must be scouted by the skirmish parties. First, each player roll 1d6. The player who’s hero has the higher WP attribute adds +1 to the roll. The player with the lower result chooses a long table side (4’ side) and deploys his forces within 9” of the table edge. The second player - the one with the higher result - then deploys his forces within 9” of the opposite table edge.

First, each player roll 1d6. The player who’s hero has the higher WP attribute adds +1 to the roll. The players take turns placing the four objective markers, beginning with the player who rolled the highest. The markers must be placed at least 12” from a table edge and from another treasure marker.

Objective & Game Duration Finally, the player with the lower result chooses a table side and deploys his forces within 9” of the table edge. The second player - the one with the higher result - then deploys his forces within 9” of the opposite table edge.

The objective for each force is to complete a scouting of the four areas of the table. An area is considered to be scouted if, during the maintenance phase of a turn, one force controls a table section.

Objective & Game Duration

The game is played for six turns.

A table section is considered controlled when one skirmish party has more models in the table quarter than the other skirmish party. For a model to be considered to be in the table quarter it must meet two conditions. First, the model must be at least 6” from the center of the table; and, second, the model must be completely in the table quarter. In other words, no part of the model’s base may be in more than one table quarter.

Victory Conditions

During the maintenance phase of each turn, a player earns 1 ExP for each table quarter under its control.

At the end of the game, the winner is the player who earned the most experience points.

The game is played for six turns.

In Salvage, the players must recover war gear from a battle field. In order to have considered an objective recovered, a player must have a model in base contact with an objective marker and there must be no enemy within 3” of the objective at the end of the game.

Each objective that is recovered is worth 1, 2, or 3 experience points, determined at random at the end of the game. Each player rolls 1d6 for every objective marker that has been recovered by one of their models. On a roll of a 1, the objective is worth 1 Encounter Point; on a roll of 2-4, the objective is worth 2 Encounter Points; on a roll of a 5 or a 6, the objective is worth 3 Encounter Points.

Victory Conditions At the end of the game, the winner is the player who earned the most ExP after six turns. In the case of a tie, the game is a draw.

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NORTHMEN RAIDING PARTY Every few years, the northmen leave their strongholds to raid and pillage in the rich southern kingdoms. In the south, the northmen are no more than heralds of grief and suffering. The party costs 200 experience points. The party has a Fate pool of 7. Raensleyar (Hero) Also known as the Wolf Lord, Raensleyar travels through the northern tundra, earning coin and reputation. Tall and powerful even for a northman, he wears the skin of Tundra Dire Wolf as his only armor. MA: 6 RA: 3 PD: 4 WP: 5 WO: 5 Cost: 19 ExP Skills: Sword (1H Edged) Traits: Arcane Armor, Ranger, Slayer, Hard Charger

Sigrun (Follower) Captured Raensleyar’s father as a child during a raid against a rival clan, Sigrun grew up with Raensleyar and never leaves his side. MA: 4 RA: 2 PD: 3 WP: 3 WO: 2 Cost: 25 ExP Skills: Northmen Battle Axe(2H Edged) Traits: Agile, Bastion, Pet, Ranger Botmundr (Follower) Botmundr travels with Raensleyar in search of his own fortune.

Aurat (Companion) Aurat is a shaman who travels with Raensleyar, joining him in the field and in the bed. MA: 2 RA: 2 PD: 5 WP: 5 WO: 3 Cost: 46 ExP Skills: Spear (2H Edged) Traits: Good Karma, Natural Aptitude, Ranger, Sorcery

Alfgrim (Companion) The only man to have bested Raensleyar in single combat, the shaven headed Alfgrim has sworn an oath of fealty to Raensleyar. MA: 5 RA: 2 PD: 4 WP: 2 WO: 3 Cost: 35 ExP Skills: Sword (1H Edged) Traits: Ambush, Berserker, Ranger, Tough

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MA: 4 RA: 2 PD: 3 WP: 3 WO: 2 Cost: 25 ExP Skills Northmen Battle Axe (2H Edged) Traits: Ranger, Tough Bothvatr (Follower) Brother to Botmundr, his motivations are as simple coin and more coin! MA: 4 RA: 2 PD: 3 WP: 3 WO: 2 Cost: 25 ExP Skills: Northmen Battle Axe (2H Edged) Traits: Ranger, Tough Frokn (Follower) The eldest of Raensleyar’s party, Frokn is a veteran of numerous wars. MA: 4 RA: 2 PD: 3 WP: 3 WO: 2 Cost: 25 ExP Skills Northmen Battle Axe (2H Edged) Traits: Ranger. Veteran

Trait

Description

Cost Heroic Traits (hero only; choose one)

Arcane Armor

Re-roll 1’s on reactive resolution rolls against melee or ranged attacks

5

Arcane Attunement

Re-roll 1’s when casting spells

5

Blessed Weapon

Re-rolls 1’s when making an attack resolution roll for one chosen weapon

5

Drain

Roll 1d6; on roll of 5 or 6, recover 1 wound after wounding enemy model

5

Gargantuan

Used for extra large models (see trait description)

Giant Slayer

+3 to attack rolls against large models; +2 against gargantuan models

5

Holy

+3 to close combat attack rolls against undead; friendly models receive +1

5

Inspiring

Friendly models within 6” receive +1 to activation die roll

5

Leader of Men

Friendly models within 6” are immune to terror

5

Monster Hunter Witch Hunter

+3 to close combat attack rolls against monstrous enemies; friendly models receive +1 +3 to close combat attack rolls against spell casters; friendly models receive a +1

10

5 3

Rare Traits (hero & companions only; choose one per character) Dual Wield

Character may spend more than 1 action point on combat actions

6

Flight

Character has flight, ignoring terrain and receiving +1 to PD; immune to charge attacks except by other models with flight

7

Healer

On a roll of 5 or 6, friendly model in base contact is healed for 1 wound

5

Mounted

Add 3” to move; +1 wound

7

Quick-Fire

May spend 2 action points to make ranged attacks against same target

5

Slayer

On a roll of 6, can cause additional wound to enemy

5

Sorcery

Required for spell casting characters

8

Spray

Can make attack against multiple characters in front arc and short range

5

Sweeping Attack

Can make multiple melee attacks against enemy models in base contact

5

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Trait

Description

Cost

Common Traits (any character type; choose up to four per character) Agile

Immune to free strikes when disengaging from combat

4

Amphibious

Ignores movement penalty for moving through water

1

Arcane Resistance

Add a +1 to the reactive resolution dice roll against spells

2

Assassin

Add a +4 to the close combat resolution roll when making a back strike

3

Bastion

+1 to PD when in base contact with 2 models; +2 when 2 or more

2

Berserker

+1 to MA per wound; up to 2 wounds

3

Blast

Adds “Area of Effect” to ranged weapons

6

Fast

Character may make 2 move actions per activation

4

Good Karma

+1 to Fate Pool

7

Guard

+1 to friendly model’s PD against close combat attacks

4

Hard Charger

+4 to attack resolution roll when charging

5

Indecisive

-1 to activation die rolls

-3

Ineptitude

-1 to attribute points available for distribution during character creation

-3

Large

Used for larger than normal characters (See trait description)

6

Lumbering

May not use the Run move action

-2

Marksman

+3 bonus when using the aimed special action

2

Monstrous

Fearless and causes Terror

4

Natural Aptitude

+1 to available attribute points for distribution; maximum value increased

5

Non-Living

Tough and Fearless

6

Pet

Used for limited characters (See trait description)

-2

Ranger

Ignores penalties for moving through rough terrain

3

Reach

Increased defense against charges, mounted and flying characters

4

Shield Slam

Can make special action attack that causes a model to be Stunned

2

Slow

-2” to all move actions

-3

Swift

+2” to all move actions

4

Tough

Roll 1d6; on a roll of a 6, ignore a wound

4

Undead

Fearless and cause Terror; Have the Tough trait.

6

Veteran

Fearless

4

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IRON & HONOR Type

Name

MA

RA

PD

WP

Wo

Weapons

H Traits:

Cost:

C Traits:

Cost:

C Traits:

Cost:

F Traits:

Cost:

F Traits:

Cost:

F Traits:

Cost:

F Traits:

Cost:

F Traits:

Cost:

F Traits:

Cost:

F Traits:

Cost:

F Traits:

Cost:

F Traits:

Cost:

© Red Turban Press. Permission Granted to Copy for Personal Use Only. 53 (order #8522573)

RESOURCES Not everyone has the time or the inclination to paint miniatures. When I need miniatures painted to a high standard, I usually turn to Greg Cymbalist:

There are numerous miniature manufacturers out there (even aside from the gorillas in the fantasy gaming sphere) and it was the presence of these orphaned miniatures that there rules were written. A means of fielding some of the nicest looking figures on an aesthetically pleasing table top. The miniatures you see in this book are from the author’s personal collection. The miniatures come from the following manufacturers:

Distant Light Miniatures http://www.distantlightminiatures.com/

Black Scorpion Miniatures http://www.blackscorpionminiatures.com/

Bronze Age Miniatures http://www.bronzeagemin.com/

Dark Sword Miniatures http://www.darkswordminiatures.com/

Guild of Harmony Miniatures http://www.guildofharmony.com/

Hasslefree Miniatures http://www.hfminis.co.uk/

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Iron & Honor is a miniature wargame of fantasy skirmishes. Two players fight a small skirmish with six to nine miniatures on each side. Using a unique activation mechanic that keeps both player engaged, the game is easy to learn and relatively quick to play. In Iron & Honor, the models on the table are the focus of the game. Iron & Honor is about telling a story and fighting a battle with well-painted figures on an aesthetically appealing table top. The game is played at the skirmish level, so players can field recognizable individuals rather than masses of infantry. And, the character creation rules are designed to be quick to use but allow for individuality amongst the various characters. And, Iron & Honor lets players use any miniatures in their collection!

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