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     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...