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Home >>> Introduction
Check out our Rusted Heroes game play overview video from the
GenCon Show courtesy of Zac B. at
Tabletopgameingnews.com
and pics of our booth demos.
CLICK HERE
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"The King has vanished and the kingdom has plunged into chaos, heirs
to the throne are divided, and invaders have landed on the shores,
plundering the land. Choose a faction and rally your War
Band to fight for glory and honor. Become a Rusted Hero
today!"
Rusted Heroes 32mm Table-top
Miniature Game is a fast playing skirmish style combat game
system using d10s (1 to 10+) not percentage
dice. The higher the roll the better in most cases. Each
miniature represents a character on the battlefield. Since
this is a skirmish based game each side will have any where from
five or more miniatures in their War Band.
Rallying your troops and building your War Band...
War Bands are built prior to the set up of a game of
Rusted Heroes. A few ways you can create a War Band would be a
point system where the players determine how many points will be
allotted per player. Each player would then purchase
characters and hire Mercenaries using the cost of each character on
the character's card. The other way would be if all players
agree on what will be used you can just throw down and have at it.
A starting War Band would look something like this:
(x1) Lord
(x1) Champion and/or Sergeant
(x2 or more) Foot Soldiers/ Warriors
(x1 or more) Archers and/or Fusiliers
(x1 or more) Mercenary
Each character has two actions per turn. With
these two Actions a character can do several things on their
turn. Some may include a standard move and attack, use both
actions to make a run movement, attack an enemy model twice, attack
once and reserve one for defense, open a door or portcullis, change
weapons from a bow to a sword, etc...
Below are some sample mechanics of the Rusted Heroes Rules:
Making an attack roll.
Each character has an AR which stands for
"Armor Rating" from 1 - 10. When attacking an enemy model
you would make an attack roll with 1d10 and you must roll equal to
or greater then the targets "AR".
I.E. - Lets say you want to make an attack versus an
enemy model with a AR of 4. You would roll your 1d10
for your attack and you must roll a 4+ to successfully hit that
enemy model.
Making a penetration roll and wounding the enemy target.
If you are successful at hitting your target you
can now roll a penetration roll versus that target to try and
wound him or even kill him. In order to wound the enemy you
must roll higher then the targets AR of 4, not equal to.
Since armor is made to protect a Knight or Warrior the higher the
"AR" number the better protected they will be against attacks
on them in battle.
I.E. - So you've hit your target, now you need to roll a 5+ on 1d10
versus that target AR of 4. You roll
a 1d10 and get a 7 on the damage roll. Now you subtract the
"AR" of 4 from the penetration roll of 7 which equals 3. Now
the controlling player would mark off 3 wounds on the character card
of the model that was hit by the attack.
More coming soon...
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