Special actions are tactical actions that can be used at any time by a model if there are enough action points to pay the requisite cost.
Cast a Spell: A model with the Sorcery trait may cast a
spell by spending 1 to 3 action points (see Sorcery).
Full Defense: A model that has not activated this turn,
may enter Full Defense at any time that an enemy model engages it in melee combat. When it does so, the controlling player declares that the model is entering Full Defense and removes an activation die from the dice bag and places it next to the model. The die is not rolled and the model’s activation immediately ends. Essentially the character forfeits its activation in exchange for more protection against any potential attacks.
A model in Full Defense adds 1d6 to any PD roll it makes against a melee combat attack during that turn. In addition, a model in Full Defense is immune to being
Stunned. Full Defense lasts until the maintenance phase.
Example: Anne finds Anneviere attacked by Raensleyar and notices that Botmundr and Frokn are about to close in on her. She decides to play it defensive and declares she is going into full defense as soon as Raensleyar engages in close combat. She takes one of her activation die from the dice bag and places it next to Anneviere as a reminder that she has been activated. She now gets to add a 1d6 to any reactive resolution dice rolls that use the PD attribute.
Shake Off: A model that has been Stunned must spend
1 Action Point to shake off the effects of the stun at the beginning of its activation. It cannot spend any other action points until it does so.
Iron and Honor is a game about combat. Regardless of the scenario or the nature of the opposing forces, combat is inevitable. The rules for combat are kept simple and fights are resolved the same way regardless of whether it is close combat or ranged combat - with opposed active and reactive resolution rolls (see Rolling the Dice). The only aspect that changes, as described below, is the relevant attribute and any modifiers that might apply.
Close Combat
Close combat involves the use of swords, hammers, fists, natural weapons, or anything within reach to strike at an opponent in melee combat. All models are able to engage in close combat, regardless of whether or not a melee weapon is modeled on the miniature. It is assumed that the character has picked up a rock, an improvised weapon like a bar stool, or is simply fighting barehanded.
A close combat fight is resolved with the following steps:
Step 1: Once an attacker is in base-to-base contact with a
defender, the player declares an attack – standard or furious - and spends the necessary action points. The attacker declares whether any Fate will be spent on the attack roll. Then, the defender declares whether any Fate will be spent on the defense roll.
Step 2: The attacker makes a resolution roll with the MA
attribute. In other words, she rolls 2d6 (or more) and adds the model’s Melee Attack attribute to the roll. Any bonus or penalty modifiers are applied to the result.
Step 3: The defender makes a resolution roll with the
model’s PD attribute. She rolls 2d6 (ore more) and adds the model’s Physical Defense attribute score to the roll. Any bonus or penalty modifiers are applied to the result.
Step 4: Both players compare their final results. If the
attacker’s result is greater than defender’s result, the defender suffers one wound. Otherwise, the defender managed to avoid suffering a wound.
Step 5: Determine Effects. If the attacker rolls doubles,
the defender is Stunned, the blow staggering him and dropping him to his knees. A defender can be Stunned regardless of whether a wound was suffered or not. In addition, if the attacker rolled a critical double (i.e., 2 6’s) on the attack resolution roll, the defender is Stunned and suffers a brutal attack. A model that suffers a brutal attack receives 2 wounds rather than just 1.
Remember that some weapons also cause a model to be
Stunned or suffer a brutal attack regardless of the dice
rolls!
Sometimes, traits may allow a player the opportunity to make a second attack. If the model has a second attack available, steps 1 through 5 are repeated to resolve the second attack.
Example: Anne has brought Nami into base-to-base contact with Raensleyar and has declared a furious attack. In addition, she decides to spend a Fate point for Inner Reserve. Ben doesn’t have any Fate points left to spend.
So, Anne makes an active resolution dice roll with 4d6 (2d6 base + 1d6 for furious attack + 1d6 for Inner Reserve) and adds Nami’s MA attribute of a 4. She rolls a 6, 6, 3, 4 for a total result of 23. Ben rolls his reactive resolution roll of 2d6 and adds his PD attribute of a 5. He rolls a 4 and 5, for a total result of 14. Nami beats him!
Because Nami rolled a critical double - Raensleyar suffers 2 wounds and is stunned. Of course, because Nami was armed with a 2h edged weapon, she would have caused a brutal attack regardless of the dice roll because she used a furious attack action.
Ranged Combat
Ranged combat occurs when one characters attacks another from afar. Excluding spell casting, which will be discussed next, this can be the use of a pistol or bow, or something far more exotic. Regardless of the nature of the ranged weapon, when making a ranged attack, it is resolved with the following steps:
Step 1: The attacker spends 1 action point to make the
ranged attack. The attacker nominates an eligible target. To be eligible, the attacker must have LOS to the target model; and, the target model must be within the maximum range of the weapon being used. The attacker declares whether any Fate will be spent on the attack roll. Then, the defender declares whether any Fate will be spent on the defense roll.
Step 2: The attacker makes a resolution roll; she rolls 2d6
(or more) and adds the model’s Ranged Attack attribute to the roll. Any bonus or penalty modifiers are applied to the result.
Step 3: The defender rolls 2d6 (or more) and adds the
model’s PD attribute score to the roll for his resolution roll. Any bonus or penalty modifiers are applied to the result.
Step 4: Both players compare their final results. If the
attacker’s result is greater than the defender’s result, the defender suffers one wound. Otherwise, the defender managed to avoid the attack and does not suffer any wounds.
Step 5: Determine Effects. If the attacker rolls doubles,
the defender is Stunned, the blow staggering him and dropping him to his knees. A defender can be Stunned regardless of whether a wound was suffered or not. Sometimes, traits may allow a player the opportunity to make a second attack. Thus, if the model has a second attack available, steps 1 through 5 are repeated to resolve the second attack.
Example: Anne decides to have Tama shoot a crossbow bolt at Sigrun who will probably be coming to Raensleyar’s aid. Tama has line of sight to Sigrun but is 7” away, which is long range. She will have a -1 penalty to her attack resolution roll. And, Anne has no more Fate to spend. Ben decides that Sigrun really has to survive in order to help Raensleyar and declares he will spend a Fate for Inner Reserve.
Anne rolls 2d6 - a 3 and a 2 - and adds it to Tama’s RA of a 3 for a total of 8. Subtracting the range penalty, she has a final result of a 7. This should be easy to beat. Ben rolls 3d6 and gets a 2, 2, and 4. He adds it to Sigrun’s PD of a 3 for a total result of 11. Tama fails to wound Sigrun.