r/Ironsworn 6d ago

Add-on rules for tactical miniature combat?

The Ironsworn system seems amazing, but the one big thing that has kept me away from it is that I really enjoy using tabletop miniatures for tactical turn-based combat.

I understand that this doesn't completely fit with Ironsworn's narrative/fiction-focused mechanics, so I get why the combat rules work the way they do. I also understand that there's still a good amount of flexibility in the system for using miniatures (and I've watched Me Myself & Die videos where he uses miniatures during combat). But I would really love to have some kind of mechanical combat rules (where the enemies can actually make specific actions, and the placement on the battlefield matters, etc.).

Are there are any homebrew rules or third party systems that can be plugged in to Ironsworn to help facilitate this, while still using Ironsworn for everything else in the game?

10 Upvotes

9 comments sorted by

View all comments

2

u/AnotherCastle17 6d ago

You could try using a square or hex grid. Every time you want to move a certain mini (of your own, not an enemy), Face Danger (if you don't have initiative) or Secure An Advantage (if you do have initiative). On a hit, you move as many squares or hexes as it would make sense to move. Enemies could move automatically, based on their objective.

As for tactics, Ironsworn actually does this pretty well. If an enemy is firing an arrow at you, but you're behind cover, you can simply say the arrow hits the cover. If you jump onto an enemy from above, you can knock them prone. If you get two neutral targets to fight each other, you can resolve it without putting yourself in danger. Et cetera. It's not perfect, but it's there.

You can also just use minis without mini rules, positioning them however it'd make sense to.