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Iron & Honor WARGAMES RULES FOR FANTASY SKIRMISHES
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Page 1: Iron & Honor - vignette.wikia.nocookie.net

Iron & Honor

WARGAMES RULES FOR FANTASY SKIRMISHES

Page 2: Iron & Honor - vignette.wikia.nocookie.net

You are reading the play test version of the rules.

Feedback and comments are greatlyappreciated as they’ll help make the finalversion better!Your comments and feedback can be sent to:

[email protected]

Thanks in advance for your help and time!

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Contents CREDITSConcept & Design

Sid Singh

Cover ArtSwendly Benillia

Interior IllustrationsSwendly BeniliaXxxxxXxxxxxxxx

Miniatures PaintingGreg Cymbalist(Distant Light Miniatures)

Miniatures Supplies

The following miniaturescompanies were graciousenough to allow use of theirfigures in this book:

Dark Sword MiniaturesBronze Age Miniatures

Playtesters

Thanks to the followingpeople who were kindenough to take time to helpplay test these rules!

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Iron & Honor is a table top miniature war game forfighting skirmishes with fantasy figures. Two playersfight a small scale battle with six to twelve miniatureson each side. The game is easy to learn andrelatively quick to play, though there is enough depththat it will take time and experience to master.

The game was designed around two core premises.

First, it was important that the game allowed playersto use any miniatures in their collection. Thus, thegame is not specific to any particular manufactureror to any particular setting or time period. Platearmored knights can battle against musket wieldingpirates. Witches can throw spells at nimble ninja.It is up to the players to decide the narrative behindthe conflict and what models to use to enact thatnarrative.

Second, it was important that the models on thetable be the focus of the game. In the end, miniaturegaming should be about miniatures. Iron and Honor

is about telling a story and fighting a battle withwell-painted figures on an aesthetically appealingtable top. The game is played at the skirmish level,so players can field recognizable individuals ratherthan masses of infantry. And, the character creationrules are designed to be quick to use but allow forindividuality amongst the various characters.

Of course, players are encouraged base the conflicton a narrative and are encouraged to use theirimagination to create a setting and choose modelsthat have a coherent theme within that setting.Creating a story and reason for the models on thetable can be part of the fun. Alternatively, there isnothing to stop two friends from using thebackground and miniatures from an alreadypublished setting.

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Curabitur felis erat, tempus eu, placerat et, pellentesque sed, purus.

Sed sed diam. Nam nunc. Class aptent taciti sociosqu ad litora

torquent per conubia nostra, per inceptos hymenaeos. Aenean risus

est, porttitor vel, placerat sit amet, vestibulum sit amet, nibh. Ut

faucibus justo quis nisl. Etiam vulputate, sapien eu egestas rutrum,

leo neque luctus dolor, sed hendrerit tortor metus ut dui. Etiam id

pede porttitor turpis tristique lacinia.

The miniatures are at the center of Iron & Honor. The figures that are chosen

should depict the characters as you want them to be equipped and armed. In the

language of miniature war gamers, this is often referred to as “WYSIWYG” (What-

You-See-is-What-You-Get). In other words, if you want to field a heavily armored

warrior equipped with a spear, then the model on the table should be armored

and carrying a spear.

For anyone familiar with miniature table topwargaming, the materials needed to play the gameare fairly typical. Most players should have these onhand, but if not they can be purchased from anywell-stocked game store or online. In order to playIron & Honor, each player will need to have thefollowing:

MiniaturesFirst and foremost are the miniatures. Each playerwill need between six to twelve figures that havebeen individually based. It does not matter whetherthe figures are on round or square bases. The sizeof the bases doesn’t matter either, but should bedictated by common sense and mutual agreementbetween the players.

The rules, as written, are designed for 28-32mmfigures. The game can be played with any scale,however, as long as the models are individuallybased. Of course, some adjustments will have to bemade for the scale of the miniatures. If you are using15mm figures, the easiest way is to read “inches”into “centimeters.” For 54mm figures, just doublethe listed ranges and measurements.

DiceIn Iron & Honor, dice are used to control when aparticular figure may move and act. Dice are alsoused to resolve those actions. Each player will needa couple of different sets of dice.

First, each player will need six to twelve 6-sided dicefor deciding when, and how effectively, a particularmodel acts. These are referred to as ActivationDice. The exact number of dice needed will dependon the number of figures the player uses – one dieper model. It is important that each player’s set ofdice are of a different color, but otherwise identical.As will be explained later, these dice are drawnblindly from a container, and other than color, shouldbe identical so the draw is not influenced by factorssuch as size, shape, or texture. Again, one die permodel.

Second, four 6-sided dice will be needed for resolvingactions. These are referred to as Resolution Dice.Preferably, each player will have his own four dice,but these can be shared. It is also recommendedthat these dice be of a different color than theActivation Dice. This will make it easier to keep trackof which dice are which.

Playing Surface and TerrainIron & Honor is played on a gaming surfaceapproximately 4’ by 4’ in size. This represents thebattlefield. Just as miniatures are used torepresent the characters, terrain will be needed toset the scene. This can include trees, building, andother terrain elements that add to the narrative ofthe game. As with miniatures, players can usewhatever they have on hand.

AccessoriesThe players will also need a few accessories forhandling the game’s mechanics.

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

Counters: The player will also need counters. Eachplayer should have a set of counters to track “EdgePoints” as they are spent through a turn. The use ofthese points will be explained a little later. Thenature of the counters doesn’t matter – beads, coins,or poker chips - as long the players agree.

Tape Measure: The players will need a tapemeasure. This will be used to measure attack rangesand movement distances. Preferably, each playershould have their own tape measure, but one can beshared.

In order to play the game, players will need tounderstand some basic concepts and mechanics.Most of these should be familiar to anyone withexperience playing table top miniature war games.

MeasuringThe distance a model can move, see, and shoot oftenneeds to be measured. In the game, distancesbetween models are always measured from theclosest point of one model to the closest point of theother model.

Players may measure at any time during the game.Iron & Honor represents close quarters skirmishingbetween able combatants. It is presumed that under

such circumstances, the characters are capable ofjudging distances.

FacingAll figures in Iron & Honor have a direction in whichthey are facing – a front and a back. A charactercan only see things that are in its front arc, and thereare consequences for being attacked from behind.

A model’s front arc is defined by the 180 degreeperspective it has in the direction it is facing; theopposite 180 degrees is its back arc. Generally, thefront arc will be defined by the position of the model’shead and shoulders. Sometimes, however, a modelmay have a more dynamic pose that makes such adetermination difficulty. In such cases, the model’sfront and back arcs should be agreed upon by theplayers before starting the game. Of course, a

FACING

MEASURING

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model’s base can be marked to define its front andback arcs.

It’s important to note that a model’s facing may onlybe changed during its activation.

Line of SightDuring the game, there will be times when a playerwill need to determine whether one of his figures hasLine of Sight (LOS). For example, in order for onemodel to attack or otherwise affect another model,the model must have LOS to the target figure. Ifmodels are out in the open, then Line of Sight isusually obvious. Sometimes, however, terrain orother models, can get in the way.

When it is not obvious, LOS is determined by simplyleaning down behind the model and getting a“model’s eye view” of the area and the enemy model.If the majority of the target model can be seen, theviewing figure has clear LOS. If only a peripheral partcan be seen (.e.g., The barrel of a weapon, the spikeon a tail) the model cannot be seen. This rule isdesigned to prevent players from being penalized forhaving models with dynamic poses or elaboratedesigns.

Sometimes, a figure has line of sight, but the targetmay still be partially obscured by a piece of terrainor another model. In such cases, the target benefitsfrom the effects of cover. Cover provides someprotection against ranged attacks (see xxx).

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

LINE OF SIGHTLINE OF SIGHT

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Generally, Iron & Honor uses a simple dice rollmechanic to determine the success or failure ofactions.

Resolution DiceAfter a figure has been activated, the player rolls6-sided dice to resolve any actions. These are calledResolution Dice. The player will usually roll two6-sided dice, referred to as 2d6. At other times, theplayer may get to roll three 6-sided dice (3d6) oreven four 6-sided dice (4d6). The resulting dice rollis added to a relevant attribute and, depending onthe situation, may be modified by bonuses orpenalties.

2d6 + Attribute + ModifierIron and Honor is a game of conflict. Usually, whenan action is performed one model is attempting todo something to another model. So, invariably, whenplayer’s are rolling dice to determine the outcome ofan action, the roll is opposed by the other player.

Re-RollsSometimes, a player may have the opportunity tore-roll dice. In such a case, the player simply picksup the number of dice that he is allowed to re-rolland rolls them again. The second result is used, evenif it’s worse than the first.

Attribute TestOn rare occasion, a player will need to make anattribute test. When required to do so, the playerrolls 2d6 and adds the the relevant attribute. If thesum is 9 or greater, the test is passed. Otherwise,the test is failed.

2d6 + Attribute = 9 or greaterThe circumstances that prompted the test determinethe consequences of success or failure. An attributetest may never be re-rolled.

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There are a few core concepts in Iron & Honor thatplayers must understand to play the game.

Activation Dice & Action PointsIn the game, Activation Dice are used to determinewhen a character can act and how much they can dowhen they are allowed to act. As will be explained indetail later (see Turn Sequence), an Activation Dieis drawn randomly from a dice bag to decide whichplayer’s can activate a model. Once a model hasbeen chosen, the die is rolled to determine how manyAction Points a character has available. ActionPoints are spent to move and act.

The drawing of an Activation Die from the dice bagis considered “activation” and the model that ischosen to act, the “activated model.“

Edge PointsIn Iron & Honor, Edge Points (EP) are available toplayers to gain an advantage during a turn. EP canbe used to affect the outcome of an encounterbetween opposing characters. EP are a resource thatcan be used offensively or defensively to change theflow of the game and outcome. When to spend anEP and when to save it are key!

Edge Points are used in two ways.

First, a player can use edge points to control the flowof a turn by interrupting his opponent. A player caninfluence who gets to act by Seizing the Initiative.When a player draws an activation die from the bag,the opposing player may spend one EP to return thedie to the bag and select one of his own from thebag instead. The player that seized the initiativeimmediately activates one of his models as per theturn sequence. The original player forfeits thatactivation and will have to wait until the nextactivation draw to see if he can activate a model.

Second, Edge Points can be used after a model hasactivated. In this case, once per activation, eitherplayer may spend an EP to use one of the followingadvantages:

Inner Reserve: Either player may spend one EP toroll an additional 1d6 to enhance one ResolutionDice roll after a model has been activated; or,

Lucky Chance: Either player may spend one edgepoint to re-roll a dice roll. This can only be used ona single dice roll per activation and the player maydeclare that “Lucky chance” is being used after thedice has been rolled.

To clarify, regardless of which player’s model isactivated, either player may spend an EP to use innerreserve or lucky chance. For example, if an attackingplayers uses inner reserve to add 1d6 to an attackresolution roll, the opposing player could spend oneof her EP for inner reserve to add 1d6 to a defensiveresolution roll. Alternatively, either player mayspend one EP to re-roll a failed roll by using luckychance.

The number of Edge Points a player has available isdetermined at the beginning of the game based onthe composition and size of their war party. This isdetailed later (see Building a War Party).

Generally, Edge Points are refreshed each turn. Asa player’s war party begins to take casualties,however, the number of edge points that areavailable begin to diminish. As already mentioned,it will necessary to have some sort of tokens to keeptrack of edge points as they are used, refreshed, andeventually lost.

The models on the table represent a small band ofwarriors and adventurers who have met on the fieldof battle. Although referred to as a war party, thisis a broad term that can also be used to representany group of combatants.

The war party may be a true military detachmentfrom a larger force - perhaps scouts. It could be aband of adventurers and explorers or the retinue ofa vampire lord. The narrative of why these men andwomen (or creatures) have come together is left tothe imagination of the players.

The war party is led by a Hero who represents theplayer on the board and is essentially the maincharacter and leader. The Hero is joined by one ortwo close Companions, and various Followers.These define the character types available in thegame.

The HeroThe hero is the leader of the war party - the cunningbarbarian warlord, the treacherous elven sorceress,the mighty mercenary captain. Generally, the mostpowerful character on the board, she represents theplayer character on the table. The hero lends martialstrength and leadership to the party. And eventhough the death of a hero is not the end of thegame, her loss has significant consequences to thewar party.

Whether male or female, this character is alwaysreferred to as the hero.

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CompanionsAs in many fantasy stories, the hero is joined by oneor two loyal companions - the trusted advisor, theloyal bodyguard, the childhood friend. Companions,though not as powerful as the hero, play an importantrole on the table top battlefield. They add specialabilities and can serve as lieutenants to the hero.Companions can be specialists that help balance thewar party and add flavor to a theme.

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

The rules for actually building a war party and thecharacters that comprise it are discussed in the nextchapter.

Characters have strengths and weaknesses, uniqueabilities, and fight in different ways with differentweapons. A character’s abilities on the tabletopbattlefield are represented in Iron and Honor with acharacter profile.

The character profile is defined by five attributes, thegear the model carries, and various special traits. Afigure’s attributes define how powerful she is incombat. The gear a character possesses determinesthe nature of her attacks. And, the various traits addspecial qualities that make her unique.

A character has four primary attributes: MeleeAttack (MA), Ranged Attack (RA), PhysicalDefense (PD), and Willpower (WP). A character’snatural attributes can be rated from 0 to 6, with a 0rating reflecting someone who has limited aptitude,while a rating of 6 reflects the highest levels ofexpertise. Different character types have differentmaximum values for attributes, but no character mayever have an attribute less than 0 or greater than 6.As described later, it is these attributes that are addedto a Resolution Dice roll as a bonus when thecharacter attempts to perform an action. Thus, thehigher an attribute, the more likely the character isto succeed.

In addition to the primary attributes, each characterhas a fifth attribute, Wounds (WO) that defines howmuch punishment the figure can take before beingkilled.

Melee Attack (MA)MA is an abstraction that reflects the character’sability to engage in hand-to-hand fighting. It is ameasure of both skill with melee weapons andaggressive attitude. As a character’s fighting prowesscan involve a number of different variables, differenttypes of characters may have the same MA value; or,some characters that are superficially similar mayhave different MA values.

MA is added to a dice roll to determine how successfulthe character is in melee combat.

Ranged Attack (RA)RA is an abstraction that reflects the character’s abilityto use ranged weapons. This measures a character’sspecific skills with a particular weapon (e.g., bow,throwing stars, matchlock pistol, etc.). It also reflectsthe character’s mental steadiness and acuity of visionto use these weapons effectively.

RA is added to a dice roll to determine how successfulthe character is in ranged combat.

Physical Defense (PD)Whether a nimble thief or a heavily armored warrior,Physical Defense measures a character’s ability towithstand physical damage. It is an abstraction thattakes into account physical toughness used towithstand a blow and the agility to react against it inthe first place. PD also accounts for any armor thatmay be worn by the character.

PD is added to a dice roll when a character attemptsto resist damage from a melee attack or ranged attack.

Willpower (WP)This attribute measures the character’s psychologicaltoughness and ability to remain calm under duress.It is a measure of the character’s inner strength,personal presence, and force of will.

Willpower comes into play in two ways in Iron &Honor. First, WP is used by spell casters to cast spellsand by other characters to resist the effects of spells.Second, WP is also used to test for courage. Inessence, WP is added to a die roll when a casting aspell or when resisting spells. WP is the basis of theattribute test for Courage Checks.

Wounds (WO)The fifth attribute is Wounds (WO), which determineshow many times a character can be hurt in combatbefore being killed and removed from play. Unlikethe four primary attributes, a figure’s WO isdetermined by the character type. A Hero has 5wounds; companions have 3 wounds each; and, everyfollower has 2 wound each.

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In addition to the attributes that define a character’sbasic profile, they possess weapons and war gear.These define the types of attacks that are availableto the figure. Of course, these are not just swordsand muskets, but can also be natural weapons, suchas talons and flaming breath. In addition, the typesof weapons carried by a figure will also define theirrole on the tabletop battlefield.

Finally, each character also may have special traitsthat define her inherent qualities and learned skills.These special traits can be used to give a character,and war party, flavor. Traits differentiate charactersfrom one another. Traits can be used represent thephysical characteristics of the model (e.g., wings orsize) or a concept that the player has in mind for the

character (e.g., a party of witch hunters, an undeadhorde lead by a vampiric count, etc.).

Characters from the same war party are consideredfriendly models and characters from the opposingwar party are considered enemies. In addition tofriendly models and enemy models, some scenariosmay have additional models that are neither, suchas villagers caught between opposing forces. Theseare considered neutral models.

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As already noted, the game is meant to be playedwith six to twelve models which represent a smallwar party led by a hero. To create a party, a playerfirst chooses a model to represent the hero. Then,up to two figures are chosen to represent thehero’s close companions. Finally, the playercompletes the rest of his war party with followers.

Each character - hero, champions, and followers -is built separately. The total point size of a player’sforce is equal to the total cost of all the modelsthat are in the force. The point value of a game isleft to the discretion of the players. Generally, thewar parties should be of equal size, though somescenarios may require unequal forces. Of course,players may also politely agree to use mismatchedforces.

Base Cost & AttributesEach character type has a base cost for creating amodel of that type. The base cost includes a setnumber of points that are distributed across the fourattributes (Melee Attack, Ranged Attack, PhysicalDefense, and Willpower). The base cost also includesinherent traits for the hero and companions.

Development PointsEach character type has a number of developmentpoints that are available for purchasing war gear andtraits. Although all the attribute points must bedistributed, not all the development points need beused. In some cases, a player may want to keep thepoint cost of a character within a certain limit or theplayer’s concept of the character may not require theuse of all the points. In other words, the availabledevelopment points set an upper limit rather than arequirement.

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When calculating the final cost of a model, the playeradds the base cost of the model to the number ofdevelopment points that were spent for purchasingwar gear and traits.

Generally, when creating a character, the first stepis to choose a type for the model: hero, companion,or follower. Then, select any war gear that is carriedon the model. Finally, traits should be selected toadd special abilities to the character.

The first character to be built is the hero. Every warparty must have one, and only one, hero. Of course,the hero may be male or female.

A hero is purchased for a base cost of 25 points. Thehero has 15 attribute points which must bedistributed amongst the four attributes (CloseCombat, Ranged Combat, Physical Defense, andWillpower). When attribute points are distributed, ahero may only have one attribute rated at a 6 andall the others must be 5 or less. The Hero can spendup to 18 development points on war gear and traits.Less can be spent, saving on the cost of the hero.

The hero has certain inherent traits that defines heras the leader and center of the war party:

Wounds: A hero has five (5) wounds. Therefore sheis likely to survive longer than other characters.

Edge Points: A hero contributes 2 EP to the warparty.

Activation Bonus: The hero adds a +1 bonus to heractivation roll when a die is drawn and the hero isactivated. This gives her a slightly greater chanceof having more than 1 action available to her.

Courage Checks: The hero is immune to CourageChecks and automatically passes any Courage Checkthat is required.

Fearless: The hero is fearless and immune to theeffects of Terror.

Inspiring Presence: As a charismatic and boldleader, the hero is able to lend courage andconviction to companions and followers. Any friendlymodels within 3” of the hero gain fearless. Inaddition, any friendly model within 6” receive a +2to Courage Checks.

Heroic Impetus: The Hero can grant impetus to amodel within 9”. Specifically, when the hero isactivated, the player may allocate one of the hero’sAction Points to any friendly model within 9” and inthe hero’s line of sight. Granting impetus causes thehero’s activation to end immediately; and the friendlymodel that received the impetus must use the ActionPoint immediately. Being granted impetus does notcount as being activated and the the Action Point isin addition to the model’s regular activation, whetherearlier or later in the turn. Heroic Impetus cannotbe used if the hero is in base-to-base contact withan enemy model.

A war party must have at least one companion; aplayer may choose a second companion for the warparty if they wish. Each companion has a base costof 20 points. A companion has 12 points which mustbe distributed amongst the four attributes. Whenattribute points are distributed, a companion mayonly have 1 attribute rated at a 5; all other attributeshave to be at a 4 or less. A companion may spendup to 14 development points on traits and gear. Lesscan be spent, saving on the cost of the companion.

Optional: Random Followers

In the normal game, followers are created with a specific number of attribute points. As an alternate approach,players may use this optional method for determining how many attribute points a follower has available. In a sense,this could be used to reflect a motley crew that has recently joined the Hero. The hero and companions are stillcreated as usual. To determine how many attribute points a follower has available, the player rolls 2d6+3. Theseattribute points are distributed across the four attributes. When using this method, there are no restrictions on howthe attributes are distributed, aside from the basic rule that no attribute may be rated higher than a 6 and none maybe rated at a 0. A player still pays the basic cost of a follower and purchases war gear and traits with developmentpoints.

In addition, if this method is used, both players must agree to use it for their respective war parties. It could beunbalancing if only one player used this method.

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Each companion has the following inherent traits atno cost:

Wounds: A companion has three (3) wounds.Though not as resilient as the hero, a companion ismore survivable than a follower.

Edge Points: A companion contributes 1 EP to thewar party.

Fearless: A companion is fearless and immune tothe effects of Terror.

Followers are used to fill the war party roster afterthe hero and companion(s) are chosen. Everyfollower has a base cost of 15 points. A follower has10 points which must be distributed amongst thefour 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 followermay spend up to 12 points on traits and gear. Notethat some traits are only available to the hero, whileothers may only be available to the hero andcompanions. Followers may not choose these traits.

Wounds: A follower has two (2) wounds.

Edge Points: Unlike the hero or companions, eachfollower does not add an edge point to the partyindividually. Rather, the number of edge points theparty receives is based on how many followers arein the war party. The player received 1 edge pointfor every three followers in the party. In otherwords, the party receives 1 EP if there are 1-3followers; 2 EP if there are 4-6 followers; and 3 EPif there are 7-9 followers.

Chad wants to build a war party led by a heroic knight.

His chosen model is a female armed with a sword and

shield. He wants her to be reslient and hard to kill,

while also able to hit back hard. Chad pays 25 points

for the base cost and has 15 attribute points to

distribute. To reflect her strength and resilience, he

rates her Physical Defense at a 6. As he is only allowed

to have one attribute at a 6, the others three must be 5

or less. He has 9 attribute points left. He puts 5 points

in Melee Attack to reflect her fighting ability; 3 points in

Will Power so she can resist any enemy spells; and, 1

point in her Ranged Attack as he does not anticipate

her using a ranged weapon.

She also has 5 wounds. When coupled with her

Physical Defense of a 6, Chad hopes that she will be

able to handle most attacks that his opponent might

throw his way.

At this point, the character’s profile looks like this -

MA: 5

RA: 1

PD: 6

WP: 3

WO: 5

Next, he’ll choose her war gear and traits ...

Example: Building a Hero

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War gear partly defines the role of the character onthe field of battle. It represents how the characterfights. War Gear is purchased with DevelopmentPoints.

A character can be equipped with up to three piecesof war gear. Generally, the gear that is chosen forthe character must be depicted on the model,whether held in the hands or carried somewhere onthe body. Of course, some weapons such as adaggers or throwing stars, are small enough thatthey could be concealed somewhere on the character.Such weapons, if chosen, do not have to be depictedon the model.

Of course, some characters may fight with naturalweapons, whether claws and talons or bare fists.Such weapons are also purchased with developmentpoints to reflect their experience and training in suchfighting styles. For example, the claws and fangs ofa beast, or a dragon’s breathe attack. This can alsobe used to represent bare-handed brawler or martialartist.

As a reminder, all characters are able to fight in closecombat. If development points are not spent onclose combat war gear, it is assumed the characteris fighting with an improvised weapon or is unskilled.In such cases, the character suffers a penalty to closecombat attacks. In contrast, a model without rangedweapons cannot make ranged attacks.

Melee Weapons are specified by two qualities –weapon type and weapon size –that define how theyfunction in Iron & Honor. This is an abstraction thatallows some differentiation in weapon qualities

without getting bogged down in details. The weaponsthat are listed on the following table are merelyexamples. The critical factor in defining a meleeweapon carried by a model is the type and size.Whether you call it a claymore or a broadsword, it’sstill a 2-handed edged melee weapon!

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

Weapon Size: In terms of size, a weapon is either1-handed or 2-handed. This should be self-explanatory, but any weapon that can be used in onehand is 1-handed, while a weapon that requires twohands to be used is 2-handed. For the sake ofsimplicity, a weapon must be purchased as one orthe other and used as such throughout the game.

One-handed weapons are considered “standard” andconfer no special benefits.

Two-handed edged weapons confer a+2 bonus to acharacter’s Melee Attack roll when using the FuriousAttack action (see Actions).

Two-handed blunt weapons automatically causeStunned (see Special Rules) when using the FuriousAttack action. The model is stunned regardless ofwhether a wound is suffered or not.

Although referred to as war gear, it is important to remember that war gear is

an abstraction used to represent the model’s fighting weapons and fighting

capacity. War gear is used not only to represent swords and muskets, but also

the claws and talons of a predator, the killing gaze of a basilisk, and the

flaming breath of a dragon. When purchasing such natural weapons, simply

consider the most appropriate type and quality of weapon that the model

possesses.

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Ranged weapons are defined by two characteristics:range and type. Range determines how far they canfire before becoming ineffectual. Some weapons canfire further than others. Every ranged weapon hasa short range and long range. No weapon can befired beyond long range.

In addition ranged weapons are organized into threetypes: thrown, 1-handed, and 2-handed. Thrownweapons are small and usually held in one hand, suchas a throwing star or a knife. A 1-handed rangedweapon can be fired with one hand, such as a pistolor a hand-held crossbow. A 2-handed weaponrequires two hands to fire, such as a musket or abow.

Black Powder (BP): Some ranged weapons alsohave the black powder characteristic. These weaponshave a chance of misfiring and are not as reliable assimpler weapons. When a black powder weapon isfired, if at least 2 of the Resolution Dice rolled bythe attacker show a 1, the weapon has misfired. Thecharacter must spend 1 Action Point to clear theweapon before it can be fired again.

Black powder weapons have the potential to causegreater damage at close range. Thus, when firingwithin short range, a weapon with the black powdercharacteristic has a +1 to the attack roll.

A character may be equipped with a shield. Iron &Honor does not differentiate between types ofshields; rather, their use is simply abstracted as abonus to defense when in close combat. Specifically,a character equipped with a shield receives +1 totheir Physical Defense attribute against Close Combatattacks. The bonus for a shield does not apply if themodel is attacked in its back arc.

A shield costs 2 Development Points.

It comes time for Chad to continue building hero. He

has spent 25 points on purchasing the hero and

distributing the available attribute points. Now, he must

purchase her war gear. He has 18 Development Points

to spent on war gear and traits. Of course, he can only

purchase three pieces of war gear for the character.

First, he decides to buy her a sword because that is

what is modeled on the miniature. As he will also have

her use a shield, he decides on a 1-handed sword. In

game terms, this is a 1-handed edged weapon and

costs him 1 DP. In addition, he buys her the requisite

shield for 2 DP. Because of the bonus provided by the

shield, his hero is likely to be even more resilient in

melee. Although he only gave her 1 point in RA, he

decides that he doesn’t want her to be completely

incapable of fighting at range. Taking into

consideration the fact that the model has no ranged

weapon on her, he decides to buy her a throwing knife

which is small enough to be hidden and it is not

necessary that it be modeled on the figure. This is a

thrown weapon and costs 1 DP.

The hero’s character profile is updated as follows -

MA: 5

RA: 1

PD: 6

WP: 3

WO:5

War Gear: Sword (1h Edged); Shield; Knife (Thrown)

Chad has spent 4 DP on war gear. This leaves him 14

DP to spend on traits...

Example Cont.: Building a Hero

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War Gear

Type Example RangeShort Long Cost

1 Handed Edged Sword, Knife, Claw,Talon N/A 1

1 Handed Blunt Mace, Bare Fists N/A 1

2 Handed Edged Broadsword, Tail Spike N/A 2

2 Handed Blunt Warhammer, Dragon’sTail N/A 2

Thrown Weapon Knife, Sling, VenomousSpit 3” 6” 1

1-Handed ranged(BP) Pistol, Corrosive Breath 6” 12” 2

1 Handed Ranged Hand Crossbow, Sling 6” 12” 2

2 Handed Ranged(BP)

Arquebus, Musket,Dragon’s Breath 9” 18” 3

2 Handed Ranged Bow, Crossbow 9” 18” 3

Shield Buckler, Targe N/A 2

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CharacterSummary

War gear defines the fighting capabilities of acharacter. Traits help refine the character’s role onthe battlefield. Traits can be advantages (ordisadvantages), descriptive qualities, or specialabilities. Sometimes, this is simply a matter ofreflecting aspects of the physical miniature. Forexample, a particularly bulky model may be giventhe “Large” trait; a dragon may be given “flight.” Inother cases, the traits are used to add uniquenessand flavor to a character or emphasize the war partyconcept. Perhaps a band of witch hunters? Or ahorde of undead?

It is the combination of traits that defines a characterand the party. And, it is left to the creativity of theplayer to combine these traits in ways that bestrepresent the models on the table.

Traits cost Development Points. A character must beable to pay the cost of the trait with any points thatare left after buying war gear. In addition traits areorganized into three categories: Heroic, Rare, andCommon. These define the quality and rarity of thetraits. Characters are limited in the number of traitsthey can choose from each category.

Heroic traits are only available to a hero. Heroictraits define not only the nature of the hero, but alsothe flavor of the adventuring party that the Heroleads. A hero may choose one trait from the Heroiccategory.

Rare traits are only available to a hero orcompanions. Rare traits tend to define the characterand are potent special traits. A hero or companionmay choose one rare trait.

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

The traits are listed in alphabetical order and followa standard format:

Name (Category/Cost)Description

Note that some traits have a negative cost. Inthese cases, the development points are returnedto the character and can be spent on other traits orwar gear. Alternatively negative traits can simplybe used to reduce the cost of a model.

Agile (Common/4)A model with the Agile trait is able to make tacticalbreaks away from combat without worry. Such amodel is immune to free strikes from opponentswhen the model breaks away from close combat. Inaddition, a model with the Agile trait may passthrough enemy models when moving. All other rulesfor movement still apply.

Amphibious (Common/1)A model with the Amphibious trait ignores movementpenalties for water terrain.

Arcane Resistance (Common/2)There are characters who are able to resist theeffects of sorcery. Perhaps they have an innateimmunity, a greater mental defense, or a magicward. Regardless of the cause, they are not easilyaffected by magic. A character with arcane resistancegets a +2 bonus to their Willpower attribute testwhen resisting an enemy spell.

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

Bastion (Common/2)The Bastion trait reflects the character that holds hisground against overwhelming odds. He draws theenemy to him, leaving his companions and followersfree to accomplish their tasks. A character with theBastion trait has a +1 bonus to PD whenoutnumbered. This bonus is lost if the model isknocked down.

Blast (Common/6)A model with the Blast trait has a weapon that hasan area-of-affect. For example, perhaps the figureis armed with a steam driven grenade launcher orspits toxic saliva.

When resolving a shooting attack, the model choosesa target model following all the rules for rangedattacks. The attack against this model is resolvedlike any other shooting attack. In addition, everymodel within 3” of the original target model, enemyor friendly, is caught in the blast. Every modelcaught in the blast (except the original model) makesa PD roll with a +2 bonus to the roll. All the defensiverolls are compared to the original attack roll. Thus,

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some models (including the original) may bedamaged while others are not harmed.

Drain (Heroic/5)Some creatures live of the life force of others. Theyare able to gain succor from enemies. A model withthe Drain trait is able to leech the life essence ofwounded foes to heal itself. After successfullywounding an opponent, a model with drain rolls 1d6.On a roll of 4, 5, or 6, the model heals 1 wound upto its maximum wounds.

Dual Wield (Rare/6)A model with the dual wield trait is an expert at usingtwo weapons at once. First, it is important to notethat a character may only have this trait if the modelclearly holds a weapon in each hand – whether twomelee weapons, two handguns, or a melee weaponand a hand gun. In addition, dual wielding may onlybe used with 1-handed weapons.

A model with this trait is not limited to a single closecombat or ranged attack action. Instead, if thecharacter has sufficient Action Points available, thecharacter may make more than one close combat orranged attack action. To clarify, a character hasthree options, depending on the weapons the modelcarries:

● Two 1-handed Melee Weapons: A charactermaking a close combat attack may make 2standard close combat attacks, spending 1 ActionPoint on each attack. The attacks may be madeagainst any eligible target. Each attack isresolved separately.

● Two 1-handed Ranged Weapons: A charactermaking a ranged attack may make 2 rangedattacks, spending 1 Action point on each attack.The attacks may be against any eligible target.Each attack is resolved separately.

● One 1-handed Ranged Weapon & One 1-handed Melee Weapon: A character may makeone standard close combat attack and one rangedattack by spending 1 Action Point on each attack.The attacks may be against any eligible target.Each attack is resolved separately.

Fast (Common/4)A character with the fast trait may make two moveactions per activation if the character has sufficientAction Points to do so.

Flight (Rare/6)Whether with wings or arcana, a character with theflight ability is able to soar above the battlefield. Amodel with flight can travel over terrain withouthindrance. Thus, the model may ignore penalties

from rough terrain and obstacles. In addition,models with flight are harder to hit with attacks. Amodel with flight that moved during its activation,receives a +1 to its PD against melee and rangedattacks until its next activation.

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

In order to use this ability, the character must be inbase to base contact with the friendly model andspend 1 AP to use the heal ability. On a roll of 4, 5,or 6, the friendly model is healed for 1 wound up toits maximum wounds.

Holy (Heroic/3)A hero that shines with the radiance of faith is a baneto the undead. Thus, a hero with the Holy trait adds+1 to close combat attacks against models with theUndead trait. In addition, undead models lose thebenefit of Tough against attacks made by a characterwith the Holy trait.

Inexperienced (Common/-4)A character that is inexperienced has only recentlyventured outside the safety of their ordinary life. Acharacter with the inexperienced trait is more easilycowed by adversity. Inexperienced characters suffera -2 on Courage Check rolls.

Inspiring (Heroic/3)A hero with the inspiring trait can call on hercompanions and followers to give a greater effort.She is able to inspire them to greater action. Thus,an inspiring hero may allocate up to 3 Action Pointswith Heroic Impetus rather than just 1 Action Point.These Action Points do not have to be allocated tothe same model.

Large (Common/7)The Large trait is used for models that aresubstantially larger than your typical model on thegame board. Usually, if based, they also have agreater footprint. It should be remembered that itis likely more models will be able to engage them inclose combat simply due to this larger footprint. Asto what model sufficiently large enough to warrantthis trait is left to the discretion of the players.

Large models have a number of benefits that comefrom their size:

● Resilience: Large models are more resilient thansmaller ones. A large model has 1 additionalwound. A large Hero would have 6 wounds; a

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large Companion, 4 wounds; and, a largeFollower, 3 wounds.

● Sturdy: A large model is immune to beingstunned, unless attacked by another model withthe large trait.

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

Lumbering (Common/-2)Some characters are slow. In order to reflect suchslow movement, whether purposeful or not, theLumbering trait can be given to a model. A modelwith the Lumbering trait may never spend more than1 Action Point on a Move Action.

Marksman (Common/2)A marksman is a master with his ranged weapon,whether a bow or a long arm. A marksman is ableto track and focus on a distant target, unhinderedby range. Thus, a model with the “Marksman” traithas a +2 bonus when he uses the aim action ratherthan just the usual +1 bonus.

Monstrous (Common/4)A creature with Monstrous is a horrific entity.Monstrous creatures are the beasts that mothers useto frighten their children to do as they are told.These are beasts that lurk in the darker reaches ofthe world and of men’s minds. A model with thistrait is Fearless and causes Terror.

Monster Hunter (Heroic/2)Monster Hunters specialize in dealing with monstrouscreatures. Thus, a hero with Monster Hunter adds a+2 to close combat attacks against models with theMonstrous trait.

Mounted (Rare/8)Some characters may have a mount, whether a horseor a creature more fantastical. Mounted models walk9” and run 18’. They charge 12” rather than 9”. Inaddition, a mounted model hits harder whencharging. A mounted model has a +2 bonus whencharging rather than the normal +1. Finally, mountedmodels have +1 wound.

Non-Living (Common/6)The non-living trait is used to reflect beings such asgolems and mechanical constructs. A non-livingmodel is Fearless and automatically passes CourageChecks. Non-living models are also harder to kill.Non-living models have the Tough trait.

Pet (Common/-2)The pet trait is used for creatures that accompany ahero or companion – a loyal guard dog, a trainedhunting falcon, or a spell caster’s summoned familiar.A model with the pet trait is attached to the hero ora companion at the beginning of the game when themodels are deployed. The pet must remain close tothe attached character. If the model is not within 6”of the attached character when activated, the petsuffers a -2 to all attack rolls until it is again within6”. Pets, however, also benefit from staying close totheir master. When the pet is within 3” of its heroor companion, the pet receives a +1 to its CC value.If the hero or companion is killed, the pet model isremoved from play.

The pet trait can only be given to followers.

Quickfire (Rare/5)Some characters are experts with a bow. A modelarmed with a bow, may take the Quickfire trait. Amodel with this trait makes 2 ranged attacks againstthe same target when spending 1 Action Point for aranged attack action.

Ranger (Common/2)A model with the Ranger trait ignores movementpenalties for rough terrain.

Reach (Common/4)Unlike most models, those with reach are not limitedto engaging others in melee only when they are inbase-to-base contact. Reach can be used to depicta model that has extremely long limbs relative to itstorso or is simply armed with a longer melee weapon(i.e., spear or polearm). When declaring a target ofa melee attack, a model with reach may target anymodel within ½ inch in its front arc. In addition, whencharging, a model with a reach weapon adds ½” tothe charge range. Finally, a model with reach adds+1 to its PD when it is charged.

Shield Slam (Common/2)A model armed with a shield and with the Shield Slamtrait may make a standard attack with the shield.The model must declare that he is making shield slamattack before rolling the dice for the attack. If theattack is successful, rather than suffering a wound,the target model is pushed back 1”and stunned.

Slow (Common/-3)Some characters are slow. Whether overburdenedby gear, lethargic in movement, or with short strides,such characters can be given the Slow trait. Acharacter with the Slow trait subtracts 2” from allMove actions.

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Spell Caster (Rare/5)A model with the Spell Caster trait can cast spells.Regardless of the nature of the caster – necromancer,priest, psychic, or wizard – any character that will becasting spells in the game must take this trait.

Sweeping Attack (Rare/5)A model with Sweeping Attack swings his weapon in awide arc, devastating those around him. By spending2 Action Points, a model with Sweeping Attack resolvesa standard attack against every model, friendly orenemy, in base contact with the model. The attackingmodel only rolls once with the result compared to eachopposing model’s defensive roll to determine theoutcome of the Sweeping Attack.

Swift (Common/3)Some characters move rapidly. Whether because offleetness of their movement or sweeping strides, amodel with the Swift trait adds 2” to all Move actions.

Tactician (Hero/4)A hero may purchase the Tactician trait. By doing so,the player receives 1 additional Edge Point. This edgepoint is lost if the hero is killed.

Tough (Common/4)Models that are tough are hard to kill. Tough can beused to represent a character with natural resilienceto harm or one who has equipment that adds to itsresilience, such heavy armor. When a model wouldtake a wound, the model rolls 1d6. On a roll of 6, themodel ignores the wound. Instead, the model isautomatically knocked down. If a model with toughsuffers a brutal attack, each wound is rolled separately.

Undead (Common/6)The undead trait is used to reflect beings such asvampires, ghouls, and zombies. An undead model isFearless and causes Terror. Undead models are alsoharder to kill. Undead models automatically have theTough trait.

Veteran (Common/4)A character with the veteran trait has experiencedealing with adversity. They have years of service thathas given them a resolute outlook on life. A veterancharacter is not easily cowered and receives a +2bonus for Courage Checks.

Witch Hunter (Hero/2)A Witch Hunter adds +2 to close combat attacksagainst models with the Spell Caster trait.

Chad is finishing his hero. He has distributed the

available attributes and purchased her war gear. Now,

it is time to choose traits. As he has spent 4 DP on war

gear, he has 14 DP left for traits.

Chad wants to be able to take advantage of the fact

that she is equipped with a shield. So, he first spends

2 DP on Shield Slam.This will allow her to use it as a

weapon. He also decides that he wants to increase

her resilience and have a trait that will reflect the

elaborate armor that is modeled on the miniature. So,

he spends 4 DP on Tough.

Finally, he decides that he sees her as a knight from

mythology and folklore. So, he decides to give her the

Monster Hunter trait for 2 DP.

In the end, he has spent 8 DP on traits. In total, he has

spent 12 DP out of a possible 18 available DP. He

deicdes this is sufficient for the concept he has in mind

and is willing to lose the remaining DP for a relatively

low cost hero.

The character’s final profile is something like this -

MA: 5

RA: 1

PD: 6

WP: 3

WO:5

War Gear: Sword (1h Edged); Shield; Knife (Thrown)

Traits: Shield Slam, Tough, Monster Hunter

In total, the cost of Chad’s hero is 37 points (25 base

+ 12 DP).

Example cont.: Building a Hero

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Traits

HeroicChoose One

RareChoose One

CommonChoose up to Four

Drain (5)Holy (3)

Inspiring (3)Monster Hunter (2)

Tactician (4)Witch Hunter (2)

Dual Wield (6)Flight (6)Healer (5)

Mounted (8)Quickfire (5)

Spell Caster (5)Sweeping Attack (5)

Agile (4)Amphibious (1)

Arcane Resistance (2)Assassin (3)Bastion (2)

Blast (6)Fast (4)

Inexperienced (-4)Large (6)

Lumbering (-2)Marksman (2)Monstrous (4)Non-Living (6)

Pet (-2)Ranger (2)Reach (4)

Shield Slam (2)Slow (-3)Swift (3)

Tough (4)Undead (6)Veteran (4)

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In order to play, the players first have to assembletheir respective war parties based on an agreedgame size. Generally, each player’s force should becomprised of 6 to 12 models. Of course, larger forcesare possible, but going much more than this mayslow the game down. In addition, each war partyshould be of roughly equal value in terms of pointcost unless the players agree otherwise.

In addition, a playing surface will need to be set upbefore play begins. An area of approximately 4’ by4’ works well for 28mm figures, though smallersurfaces could be used. The surface should becovered with terrain at the discretion of both players.Generally, it is recommended that terrain be placedin a way that enhances the narrative and aestheticqualities of the game. Players should note, however,that terrain will impact the game. A lot of terrainthat blocks line of sight will tend to favor forces witha close combat emphasis, while light terrain andlarge areas of clear line of sight will tend to favorforces emphasizing ranged combat.

Finally, the players should have gathered theirvarious dice, measuring tapes, and other accessories.

Once the war parties are assembled and the terrainplaced on the play surface, players choose from oneof four scenarios. The scenario that is chosen willdecide where the opposing forces are deployed onthe table and the victory conditions for the gamesession. In keeping with the flavor of Iron & Honor,

the scenarios are designed to allow players to usewhatever miniatures and terrain they have available.The default scenario for the game is Engagement.Otherwise, the players can choose one of the otherthree scenarios or roll 1d6 and consult the tablebelow. These scenarios are described later (seeScenarios).

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

Die Roll ScenarioEngagement

1-2 Rescue3-4 Recovery5-6 Treasure Hunt

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Iron & Honor is played in turns. A turn is dividedinto two phases: the Main Phase and the MaintenancePhase. A turn begins with the drawing of anactivation die from the dice bag. A turn ends whenboth players have used all their respective activationdice and have activated every one of their modelson the table that can be activated.

The Main PhaseThe majority of game time is spent in the mainphase. It is during this phase that the playersmaneuver their figures around the battle field andengage the enemy.

Step 1: An activation die is pulled from the dicebag. Either player may draw the die at thediscretion of the players. Depending on the colorof the die, it is handed to the owning player. Thatplayer becomes the Active Player.

Step 2: The Active Player nominates one model toactivate. Note that no model may be activated morethan once per turn.

Step 3: The Active Player rolls the activation dieand consults the table below to determine how manyAction Points the activated model has available touse. A model spends Action Points in order toperform various actions.

Step 4: Depending on the number of Action Pointsavailable, the Active Player performs up to 3 actionsand executes the results of the action(s) chosen withthe activated model. The first action must beexecuted and resolved before moving on to thesecond action, and so forth. Once all the Action Pointsare spent, the activation die is left next to theactivated model as a reminder that the model hasbeen activated. A player may choose to use lessthan the total number of Action Points available.

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

Once all eligible models on the table have acted (andthe dice bag is empty) the Main Phase ends and youmove to the Maintenance Phase.

The Maintenance PhaseIt is during the maintenance phase, that the playersclean up the play surface and get ready for the nextturn. There are two essentially tasks that must beperformed during this phase.

First, any models that were killed lose their activationdie. Activation dice that are lost are set aside. Thus,reducing the number of dice available for the nextturn. All of the remaining activation die are returnedto the dice bag.

Second, each player replenishes his total Edge Poolto be used in the next turn. If the Hero is killed, theplayer may no longer use the 2 EP granted by theHero for the remainder of the game and the edgepool is reduced by 2 EP. If a Companion is killed, theplayer loses 1 EP granted by that Companion.Remember, any EP’s granted by Followers remainsuntil the end of the game.

Die Roll Action Points1 or 2 1

3, 4, or 5 26+ 3

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An activated model uses the available Action Points(AP) that was rolled on the activation die to performactions. As described below, most actions cost oneor two AP. On rare occasion, an action may cost threeAP. A player must have enough AP to be able to payfor an action.

In addition to their cost, actions are divided intoMove Actions, Close Combat Actions, Ranged CombatActions, and Special Actions. Generally, a modelmay not perform more than 1 of each type of actionper activation. There is no restriction on the orderin which actions can be performed; the playerdecides how to spend Action Points with regard towhen to move and when to fight.

Move ActionsMove actions are the most straightforward andgenerally self-explanatory. There are four moveactions available to models: walk, run, charge, andsneak.

As already noted, a model can always change itsfacing when activated; however, a model mustalways move in the direction its facing.

When moving, models may freely pass throughfriendly models. It is presumed that friends makeway for each other. Models may never pass throughenemy figures. At the end of its move, a model’sbase may not overlap another models base. Friendlymodels may end their movement in base to basecontact, but enemy models must remain 1” apart. Ifa model is not at least 1” it is assumed they areengaged in melee combat even if not in base to basecontact.

Players choose from one of the following moveactions:

Walk: A model may spend 1 Action Point to walk upto 6”. The walk move does not have to be in astraight line, but it cannot be more than 6”.

Run: A model may spend 2 Action Points to moveup to 12”. The run move does not have to be in astraight line, but it cannot be more than 12”. A modelthat used run is going to have a harder time using aranged weapon. A model that ran has a -1 to anyranged attacks that it makes during that activation.

Charge: Charging is a special move action. A modelmay spend 2 Action Points to charge an eligibletarget. A target is eligible for a charge if it is at least3” away and in LOS of the charging model. Acharging model moves 9” and performs one freestandard attack with a +1 to the attack roll. Unlike

other move actions, a charging model must move ina straight line.

Sneak: Sneak costs 2 Action Points. Sneaking allowsa character to move up to 6”. In addition, thechracter is granted STEALTH until its next activation.

Close Combat ActionsClose Combat Actions are used to attack anothermodel when in base-to-base melee combat. Theplayer chooses from one of the following actions:

Standard Close Combat Attack: A player mayspend 1 Action Point to make a standard closecombat attack against an eligible target. A target iseligible if the attacker has the model in its front arcand is in base-to-base contact.

Furious Attack: A model may spend 2 Action Pointsto make a Furious melee attack against an eligibletarget. A model making a furious attack rolls anadditional 1d6 during the attack roll.

Ranged Combat ActionsThere is only one type of ranged combat action. Amodel may not spend more than 1 Action Point on aranged combat action. A model may not spend anAction Point on a ranged attack if engaged in closecombat.

Ranged Attack: A model may spend 1 Action Pointto fire a ranged weapon at an eligible target. A targetis eligible when the attacking model has line of sightto the model and the target is within the maximumrange of the weapon used by the attacking model.

Special ActionsSpecial actions are tactical actions that can be usedat any time by a model if there are enough ActionPoints to pay the requisite cost.

Aim: A model may spend 1 Action Point to aim aranged weapon. Aiming a weapon grants a +1 to thenext ranged attack roll.

Break Away: During its activation, a model mayspend 2 Action Point to break away from meleecombat. The model may change its facing and moveup to 6” in any direction, following the standard rulesfor movement.

Any enemy models that are in base contact with themodel and not stunned may make 1 standard closecombat attack against the fleeing model before themodel is moved. A model making this free attack isnot counted as having activated. The attack isresolved following the rules for close combat beforethe fleeing model is moved. Edge Points may not beused for the resolution of this close combat.

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A model that breaks away immediately ends itsactivation at the end of the movement. Anyremaining Action Points are forfeited.

Cast a Spell: A model may cast a spell by spending1 to 3 Action Points (see Magic).

Full Defense: A model that has not activated thisturn, may enter Full Defense at any time that anenemy model engages it in melee combat. When itdoes so, the controlling player removes an activationdie from the dice bag and places it next to the modelto indicate it has been activated for Full Defense. Thedie is not rolled and the model’s activationimmediately ends. Essentially the character forfeitsits activation in exchange for more protection againstany potential attacks.

A model in Full Defense adds 1d6 to any PD roll itmakes against a melee combat attack during thatturn. In addition, a model in Full Defense is immune

to being stunned. Full Defense lasts until themaintenance phase.

Shake Off: A model that has been stunned mustspend 1 Action Point to shake off the effects of thestun at the beginning of its activation. It cannotspend any other Action Points until it does so.

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Iron and Honor is a game aboutcombat. Regardless of thescenario or the the opposingforces, combat is inevitable. Therules for combat are kept simpleand fights are resolved the sameway whether it is close combat orranged combat - with aResolution Roll (see Rolling theDice). The only aspect thatchanges, as described below, isthe relevant attribute and anymodifiers that might apply.

Close combat involves the use ofswords, hammer, fists, naturalweapons, or anything within reachto strike at an opponent in meleecombat. All models are able toengage in close combat, regardlessof whether or not a melee weaponis “modeled” on the miniature. It isassumed that the character haspicked up a rock, an improvisedweapon like a bar stool , or issimply fighting barehanded.

A close combat fight is resolvedwith the following steps:

Step 1: Once an attacker is in baseto base contact with a defender, theplayer declares an attack –standard or furious - and spendsthe necessary Action Points.

Step 2: The attacker makes aresolution roll with the MA attribute.In other words, she rolls 2d6 and adds the model’sMelee Attack attribute to the roll. Any bonus orpenalty modifiers are applied to the result.

Step 3: The defender rmakes a resolution roll withthe model’s PD attribute. She rolls 2d6 and adds themodel’s Physical Defense attribute score to the roll.Any bonus or penalty modifiers are applied to theresult.

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

addition, if the attacker’s final result was double thedefender’s final result, the defending model was hitby a brutal attack and suffered two wounds.

Step 5: Determine if the defender is stunned. If atleast two of the attacker’s dice showed a natural 6,the defender is stunned, , the blow staggering himand dropping him to his knees. A defender can bestunned regardless of whether a wound was sufferedor not. Note that some weapons also cause a modelto be stunned regardless of the dice rolls.

Sometimes, traits may allow a player the opportunityto make a second attack. Thus, if the model has a

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second attack available, steps 1 through 5 arerepeated to resolve the second attack.

Close Combat ModifiersThere are situations that can effect the die roll foreither the attacker or the defender. These are addedas bonuses or penalties to the appropriate die roll.In Iron & Honor, modifiers are cumulative.

Backstab: When attacking a model’s back arc, theattacker receives a +2 to the close combat attackroll.

Charging: If the attacker used the Charge specialaction, the attacker receives a +1 to the closecombat attack roll for the first attack.

Defender with Shield: If a defender is equippedwith a shield, the model receives a +1 to its PhysicalDefense attribute against close combat attacks in itsfront arc.

Gang Up: Sometimes, a character may be attackedby multiple enemies making them more vulnerable.To reflect this, each attacker receives a bonus forevery other friendly model that is fighting the enemymodel. Specifically, each attacker receives a +1 tothe close combat attack roll for every other friendlymodel in base contact with the defending model.

Large: If the attacker has the large trait, theattacker receives a +1 to the close combat attackroll.

Target Stunned: A model that is stunned suffers a-4 penalty to his Physical Defense.

Ranged combat occurs when one characters attacksanother from afar. Excluding spell casting, whichwill be discussed next, this can be the use of a pistolor musket, or something far more exotic. Regardlessof the nature of the ranged attack, it is resolved withthe following steps:

Step 1: The attacker spends 1 Action Point to makethe ranged attack. The attacker nominates an eligibletarget. To be eligible, the attacker must have LOSto the target model; and, the target model must bewithin the maximum range of the weapon being used.

Step 2: The attacker makes a resolution roll; sherolls 2d6 and adds the model’s Ranged Attackattribute to the roll. Any bonus or penalty modifiersare applied to the result.

Step 3: The defender rolls 2d6 and adds the model’sPhysical Defense attribute score to the roll for his

resolution roll. Any bonus or penalty modifiers areapplied to the result.

Step 4: Both players compare their final results. Ifthe attacker’s result is greater than the defender’sresult, the defender suffers one wound. Otherwise,the defender managed to avoid the attack and doesnot suffer any wounds.

Step 5: Determine if the defender is stunned fromthe attack. If at least two of the attacker’s diceshowed a natural 6, the defender is stunned. Adefender can be knocked down regardless of whethera wound was suffered or not.

Sometimes, traits may allow a player the opportunityto make a second attack. Thus, if the model has asecond attack available, steps 1 through 5 arerepeated to resolve the second attack.

Ranged Combat ModifiersAs with close combat, there are situations which canmodify the die roll during ranged combat for eitherthe attacker or the defender.

Aim: When a model uses the Aim special action, hereceives a +1 to the next ranged attack roll duringthat activation.

Black Powder Weapon: When firing a black powderweapon within short range, the model receives a +1to the attack roll.

Cover: If a model is behind cover and at least within1” of the cover, the model receives a +2 to itsPhysical Defense against ranged attacks.

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

Run: If the attacking model ran during theactivation, the model suffers a -1 to a ranged attackroll made during that activation.

Target is Large: If the target of a ranged attackhas the large trait, the attacker receives a +2 to theranged combat attack roll.

Target is in Close Combat: If the target of aranged attack is engaged in close combat, theattacker suffers a -4 penalty to the ranged combatattack roll.

Stealth: A model with stealth receives a+4 to itsPhysical Defense against ranged attacks.

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Cover provides defense to a model against rangedattacks. Often this is a piece of terrain thatpartially blocks the attacker’s line of sight. Perhapsit is a low wall or hedgerow or the obscurityprovided by a forest.

Regardless of the nature of the cover, when amodel is partially obscured from an attackermaking a ranged attack, the model receives a +2modifier to its Physical Defense. As already noted,this bonus is only against ranged attacks and themodel must be within 1” of the terrain providingthe cover.

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Some characters are able to cast spells. In Iron &Honor, no particular magic system is defined. “Spellcasting” and “spells” are used as a convenient shorthand to describe any manner of the magical andsupernatural. In keeping with the open design ofthe rules, the nature of spell casters and spells is leftto the players’ imagination. A spell caster may be adivine cleric receiving his spells through a god, anecromantic sorcerer, or a learned wizard. A spellmay a divine blessing, a bolt of lightning, or a psychicmanipulation.

Magic can only be used by characters that take the“Spell Caster” trait. As this is limited to the hero andcompanions, followers can never cast spells.

Casting a spell costs 1 Action Point. A spell castermay not cast the same spell more than once peractivation. In addition, casting spells requires focusand concentration. A spell caster that is in base tobase contact with an enemy model may not cast aspell.

In addition the 1 Action Point spent to cast a spell,a caster may spend up to 2 additional Action Pointsto enhance the casting. The spell caster chooses fromone of the following enhancements:

● By spending 1 Action point, the spell caster canextend the range of the spell by 6”.

● For 2 Action Points, the spell caster may add the“Blast” effect to an attack or stun spell.

● For 2 Action Points, the spell caster may roll anadditional 1d6 when casting a spell.

Casting the SpellSpell casting is a Willpower attribute test.Channeling and controlling magic is limited by thewill of the caster. Thus, to cast a spell, the followingsteps are taken:

Step 1: The spell caster chooses a spell to cast anddeclares how many Action Points are going to bespent on the spell and any enhancement that ischosen. Of course, a spell caster may use edge pointsto add an additional 1d6 to the spell casting roll.Thus, he could potentially roll 4d6 if the spell is alsoenhanced.

Step 2: The spell caster declares an eligible target.For a target to be eligible, the spell caster must haveclear line of sight and the target must be within 18”(or 24” if an Action Point was spent to extend therange). A spell caster can never cast a spell on itself.

Step 3: The spell caster makes a willpower attributetest. Any bonuses or penalties are added to theresult. As with any attribute test, the test is passedon a roll of 9 or higher.

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Spell Casting Modifiers

Run: If the spell caster ran during the activation,the model suffers a -1 to any spell casting dice rolls.

Target is in Close Combat: If the target of a spellis engaged in close combat, the spell caster suffersa -4 penalty to the spell casting dice roll.

Burn OutThere is a risk with drawing power to enhance a spellor increase its potency. When the spellcaster rollshis dice to determine whether the attribute test waspassed, if at least two of the dice rolled show anatural 1, the spell caster has suffered burn out. Aspell caster that has burned out may no longer castspells for the remainder of the game. The currentspell, if the test was passed, is still resolved.

Over CastingJust as the fickle nature of magic can cause acaster to burn out, it can also increase the powerof a spell. This is referred to as over-casting. Aspell is over cast when the caster not only passesthe willpower attribute test, but does so with asignificant margin.

A spell is over cast when the spell caster rolls an18 or higher on the willpower attribute test.

If the target of a spell is a friendly model, there isno need for the character to attempt to resist thespell. If the spell caster passed the willpowerattribute test, the spell is successfully cast.

Of course, that is not the case when the target isan enemy model. To resist the effects of a spell,the enemy model must make a willpower attributetest. As with any other attribute test, on a roll of 9or higher, the character passes the test and thespell is resisted. A spell that is resisted isconsidered to have failed. In other words, it hasnot been successfully cast.

If the spell was overcast, the enemy model suffersa -4 penalty to the attribute test roll when resistingthe spell.

There is no spell list in Iron & Honor. Rather, spellsare abstracted into general types. Players may defineand describe spells as they choose based on theflavor and narrative of the setting.

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

Attack Spell: An attack spell is anything that causesphysical damage to an enemy model - a fireball,telekinetic projectile, or a necromantic curse. Anattack spell can only be cast on an enemy model.

An attack spell that is successfully cast causes 1wound to the target model.

Slow Spell: If successfully cast, a slow spell reducesthe target model’s movement ability. A model thatis successfully targeted by a Slow spell reduces itsmovement by half during the next activation. This iscumulative with any penalties for moving throughrough terrain. A slow spell may only be cast on anenemy model.

Strengthen Spell: If successfully cast, a strengthenspell can be used to give the target a temporaryincrease to one attribute of the spell caster’schoosing. The target of the successful spell receivesa +2 bonus to one of the four attributes chosen bythe spell caster. The bonus lasts until the beginningof the spell caster’s next activation. A strengthenspell can only be cast on a friendly model.

Stun Spell: A stun does not cause physical harm tothe enemy model, but hampers their fighting abilityand makes them vulnerable. A stun spell can be aconfusing mirage, the impact choking dust, or atelekinetic shove. A stun spell can only be cast onan enemy model.

A stun spells causes no wounds, but the target isstunned if the spell is successfully cast.

Weaken Spell: If successfully cast, a weaken spellcan be used to temporarily reduce one attribute ofthe spell caster’s choosing. The enemy modelreceives a -2 penalty to one of the four attributeschosen by the spell caster. The penalty lasts untilthe beginning of the spell caster’s next activation. Aweaken spell can only be cast on an enemy model.

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Under certain circumstances, it becomes foolhardyto remain in the middle of a fight that is clearly goingwrong. When this happens, a character must makea courage check. In order to make a courage check,a model rolls 2d6 and adds the model’s Willpowerattribute. On a roll of 9 or higher, the courage checkis passed and the model may act normally. In otherwords, a courage check is a WP attribute check.

There are three circumstances that can trigger acourage check:

● A model must make a Courage Check if anyfriendly model within 6” and in LOS has suffereda brutal attack.

● A model must make a Courage Check if acompanion model is killed within 9” and in LOSof the model.

● A model must make a Courage Check if the herois killed in LOS of the model.

Failing a Courage CheckIf a model fails a Courage Check, it immediatelymoves 12” in a straight line away from the enemymodel that caused the courage check. In addition,the move must be toward the nearest table edge thatstill keeps the model moving away from the enemymodel. This move ignores rough terrain penalties,but is affected as normal by obstacles.

If the move would take the model of the table, it isconsidered to have fled and is removed from play asif killed. Its activation die is also lost (i.e., set asiderather than returned to the dice bag).

If the model remains on the table, the fleeing modelis stunned. This is used to reflect the character’shesitation. The model is cowering and slowlyrebuilding his courage.

StunnedA model can be stunned as a result of an attack. Amodel that is stunned can be shook up from the blowor knocked of her feet. Regardless of the narrative,when a model is stunned, she is more easilyattacked. The stunned model suffers a -4 penalty toher Physical Defense until no longer stunned.

A character that is stunned must shake off the effectduring its next activation at a cost of 1 Action Point.When a model shakes off stunned, it may face in anydirection chosen by the controlling player. A modelthat is stunned may not otherwise spend ActionPoints until it is no longer stunned.

FearlessSome models are fearless or may cause others to befearless. Models that are fearless are immune to theeffects of Terror.

StealthA model may have stealth as a trait or be grantedstealth due to situational circumstances. A modelwith stealth receives a +4 to its physical defenseagainst ranged attacks.

A model loses stealth if it makes an attack.

TerrorSome figures cause Terror, Models that cause terrorare distracting and disruptive. They spread an auraof pervasive dread. Any enemy model within 6” of amodel that causes Terror suffers a -2 to all dice rolls.In addition, models that cause Terror cannot becharged except by models that have fearless.

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Players have quite a variety of terrain available tothem, so it would be impossible to have specific rulesfor using terrain in Iron & Honor. Equally importantly,excessive detail is not within the flavor of these rulesas it is likely to add complexity without any particularbenefit. It is advisable that players use commonsense to define the nature of the terrain elementson a board before the game begins.

In this game terrain is divided into four types: clear,rough, obstacle, and impassable. Clear terrain isthe easiest to define. Any terrain that is not rough,an obstacle, or impassable is clear terrain. Forexample, plains, grasslands, light forest, and shallowwater can be defined as clear terrain. Roughterrain includes ruins cluttered with rubble, deepwater, and dense forests. These can all be classifiedas rough terrain. Obstacles are barriers that canbe passed over, but still pose a hindrance. The mostcommon obstacle would be a low wall or fence, astack of barrels and crates, or a crumbling wall.Impassable terrain literally prevents models fromgoing across. This includes buildings, walls that aretoo high to climb, chasms, and cliff faces.

Terrain impacts a character’s ability to move acrossthe field of battle. There is no hindrance whenmoving across clear terrain. When moving acrossrough terrain, the player’s movement is halved. Inother words, for every inch traveled across roughterrain, the player must spend 2 inches.

Moving across an obstacle is similar to moving acrossrough terrain, but consideration is given to the widthof the obstacle. If the obstacle is less than 1” in width(e.g., a wall or fence), the player loses 1” ofmovement as he scrambles over the wall. For anyobstacle that is greater than 1” in width (e.g., a pileof crates and barrels), the player’s movement ishalved and the obstacle is treated as rough terrain.

Again, impassable terrain cannot be moved through.A model must move around such terrain.

Forests

Woods and forests are a common terrain element ona gaming table. Unfortunately, they are also difficultto use for placing and moving models without someabstraction. So, they require special rules.

For the purposes of Line of Sight, forests areconsidered area terrain. As such, regardless of howsparsely modeled with trees, the following rules areobserved:

Models on either side of a forest that is at least 4”wide cannot draw Line of Sight to each other.

Models inside a forest count as being in cover.

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Once players have organized their war parties andset up the terrain, it’s time to decide on a scenario.The scenario is the backdrop to the skirmish – whyare they fighting? The following scenarios, in keepingwith the flavor of the game, don’t require anyparticular miniatures or terrain set up. They can beplayed with whatever you have available.

Players may always choose to play the defaultscenario, Engagement. Otherwise, the players canchoose one of the other three scenarios or roll 1d6and consult the table below.

Engagement is the default scenario for Iron & Honor.The players’ war parties have engaged each otherand the objectives are simple - inflict maximumcarnage.

Set Up & DeploymentBoth players roll 1d6. The player that rolled thelowest chooses a table side and deploys his forceswithin 12” of the table edge. The second player thendeploys his forces within 12” of the opposite tableedge.

Objective & Game DurationThe goal in Engagement is rather straightforward.Both sides must attempt to destroy the opposing warparty while preserving their own.

The game is played for at least six turns. During themaintenance phase of turn 6, roll 1d6. On a roll of4, 5, or 6, one additional turn is played. Otherwise,the game ends.

Victory ConditionsAt the end of the game, the winner is determined bycalculating Victory Points. Victory Points are scoredby killing enemy models. A player receives 3 VictoryPoints for killing the opposing hero, 2 Victory Points

for each opposing companion, and 1 Victory Point forevery opposing follower that is killed.

The player with the highest total number of VictoryPoints is the winner. If both players have the samenumber of Victory Points, the game is a draw.

The enemy has captured an important follower.Whether harboring an important secret or someoneemotionally close to the hero, the follower must berescued.

Set Up & DeploymentBoth players roll 1d6. The player that rolled thehighest is considered the kidnapper and the otherplayer is the rescuer. Before any models aredeployed onto the table, one Follower character fromthe Rescuer’s force is chosen at random. This modelbecomes the prisoner and is the objective of thescenario. The prisoner’s activation die is also setaside.

The kidnapper chooses a table edge and deploys hisforces within 9” from the table edge. The attackerthen deploys his forces 9” from the opposite tableedge. Finally, the prisoner is deployed by thekidnapper. The prison must be deployed 6” awayfrom any table edge and 6” away from any othermodel, rescuer or kidnapper.

Objective & Game DurationIn rescue, both players have opposing objectives.The rescuer must save the prisoner and thekidnapper must prevent this from happening. Inorder to rescue the prisoner, one of the rescuer’smodels must be in base contact with the prisonerduring the maintenance phase of a turn and theremust be no enemy model within 3” of the prisoner.Once rescued, the model’s activation die is added tothe dice bag during the maintenance phase. Themodel is activated as normal in subsequent turns.

The prisoner model is considered neutral until it hasbeen rescued and is immune to any damage oreffects until it has been rescued.

The game is played for six turns.

Die Roll ScenarioEngagement

1-2 Rescue3-4 Recovery5-6 Treasure Hunt

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Victory ConditionsAt the end of the game, the rescuer is consideredthe victor if the prisoner model was rescued and wasnot killed before the end of the game. Otherwise, thekidnapper is considered the victor.

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

Set Up & DeploymentBoth players roll 1d6. The player that rolled thelowest chooses a table side and deploys hisminiatures within 9” of the table edge. The secondplayer then deploys his forces within 9” of theopposite table edge.

Both players have two objective markers each. Theserepresent the war gear that is being sought by thewar parties and should be represented by suitableobjectives that are 25-30mm in diameter. Of course,if no such objective is available, a coin can suffice aswell.

The player take turns placing the four objectivemarkers, beginning with the player who deployed hisforces first. The markers must be placed at least12” from a table edge and from another treasuremarker. No marker maybe placed within 12” of amodel.

Objective & Game DurationIn Recovery, the players must recover war gear. Inorder to have considered an objective recovered, aplayer must have a model in base contact with anobjective marker and there must be no enemy within3” of the objective at the end of the game.

The game is played for six turns.

Victory ConditionsAt the end of the game, the winner is the player whohas the most Victory Points. Each objective that isrecovered is worth 1, 2, or 3 Victory Points,determined at random at the end of the game.

Each player rolls 1d6 for every objective marker thathas been recovered by one of their models. On aroll of a 1, the objective is worth 1 Victory Point; ona roll of 2-4, the objective is worth 2 Victory Points;on a roll of a 5 or a 6, the objective is worth 3 VictoryPoints. The player with the highest total VictoryPoints is the winner. In the case of a tie, the gameis a draw.

The forces have learned of a large treasure trove inthe vicinity. Both are attempting to get the treasureand bring it home.

Set Up & DeploymentBoth players roll 1d6. The player that rolled thelowest, chooses a table side and deploys hisminiatures within 9” of the table edge. The secondplayer then deploys his forces within 9” of theopposite table edge.

One objective marker, representing the treasure, isplaced in the center of the board equal distance fromall four table edges. The objective should beappropriately modeled.

Objective & Game DurationThe objective for each force is to collect the treasureand take it off the board from their own table edge.In order to pick up the treasure, a model must moveinto base contact with the objective marker and thenspend 1 Action Point to pick it up. The model inpossession of the objective marker is called “TheCarrier.” Once picked up, the objective marker is setaside to reflect that it is in the possession of a carrier.

When the carrier is activated, its activation die is notrolled. Instead, the model is automatically given 1Action Point. The carrier may voluntarily drop theobjective marker during its activation at no cost. Theobjective marker is returned to the board in basecontact with the model. The model is no longerconsidered the Carrier. Unless the model again picksup the objective marker, the model is activated asnormal in the next turn.

If the carrier is killed, the objective marker is alsodropped. In this case, the object marker is returnedto the table, replacing the carrier model that wasremoved.

The game is played for six turns.

Victory ConditionsAt the end of the game, the winner is the player whomanaged to take the treasure off the table from hisown table edge. If neither player accomplished thisgoal, the game is a draw.

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IRON & HONOR War Party Roster

Total Cost

© Red Turban Press. Permission Granted to Copy for Personal Use Only.

Name MA War Gear Traits CostRA PD WP Wo


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