Iron Ivan Games PDFs
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Victus Gladiator Combat Wargaming Rules System (PDF - Digital Version)

By Jason Gardener
$15



This is a downloadable and printable PDF file for your licensed use only.
You will need Adobe Reader version 10 or later.
Victus is a standalone gladiator combat system, using d10s, but unique from Iron Ivans other game systems. The book includes a playable map, with paper print out gladiators, to help people get started but is obviously designed for miniatures gaming. "The Ancient world’s most deadly combat sport returns! Grab some friends and drag them into the sands of the arena for the ultimate competition in Victus, from Iron Ivan Games! Play one off games to settle old scores or immerse yourself in the Ancient world using the Victus Campaign system. Gladiators battle to win their freedom or to gather glory as you advance in both wealth and skill. Think wielding the Gladius is just for on the sands? Think again as the Fortuna tables expand your fate beyond the arena. Victus is a complete stand alone game that puts you in control of one history’s greatest fighting machines using Dynamic Movement, Abilities Pooling and pure Cunning! Don’t think you need to spend a fortune on pieces or a life time building a Coliseum, Victus also comes with its own board and Paper models to get you to the sands fast! Test your mettle, make your mark, become the next Victor!"
55pp.
(c) This book is owned and published by the Iron Ivan Games division of Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.
Price of Glory (WW1 / RCW / Interwar Skirmish) Wargaming Rules (PDF - Digital Version)

By Keith Stine.
$15



This is a downloadable and printable PDF file for your licensed use only.
You will need Adobe Reader version 10 or later.
Price of Glory is a wargame system intended to recreate small unit skirmishes during World War I. The models in Price of Glory each represent one man or vehicle (1:1 scale). The smallest unit in most World War I armies was a platoon of 30 or more men. This system generally breaks units down into groups of 5-10 men for ease of play and to represent slices of time. While these subunits below the platoon level are not necessarily historically accurate on a structural basis, the system uses them to break the game into the actions of small groups of men (units) over time (game turns).
We developed this system to fill a demand for a set of World War I rules designed to fit in between the available rules that focus on individual combat or large battles of company size or larger. The typical game of Price of Glory will contain around 30-50 models a side, plus the occasional vehicle rather than the 100 or more needed for many other systems. We intend this system to be used to fight battles between almost every conceivable type of World War I combatant and on every type of battlefield. From the tenacious defenders of France facing German Stormtroopers in the battle of Verdun, to the grinding slog of the British and their tank attacks during Cambrai, to the various colonial troops fighting in the harsh terrain of the African wilds, all the way to the White and Red armies slugging it out during the Russian Civil War. This is not just a system for trench warfare. Virtually any conflict and setting during the early 19th century up until World War II can be gamed using these rules. We hope you find the system easily adaptable to your needs.
52pp.
(c) This book is owned and published by the Iron Ivan Games division of Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.
You will need Adobe Reader version 10 or later.
Price of Glory is a wargame system intended to recreate small unit skirmishes during World War I. The models in Price of Glory each represent one man or vehicle (1:1 scale). The smallest unit in most World War I armies was a platoon of 30 or more men. This system generally breaks units down into groups of 5-10 men for ease of play and to represent slices of time. While these subunits below the platoon level are not necessarily historically accurate on a structural basis, the system uses them to break the game into the actions of small groups of men (units) over time (game turns).
We developed this system to fill a demand for a set of World War I rules designed to fit in between the available rules that focus on individual combat or large battles of company size or larger. The typical game of Price of Glory will contain around 30-50 models a side, plus the occasional vehicle rather than the 100 or more needed for many other systems. We intend this system to be used to fight battles between almost every conceivable type of World War I combatant and on every type of battlefield. From the tenacious defenders of France facing German Stormtroopers in the battle of Verdun, to the grinding slog of the British and their tank attacks during Cambrai, to the various colonial troops fighting in the harsh terrain of the African wilds, all the way to the White and Red armies slugging it out during the Russian Civil War. This is not just a system for trench warfare. Virtually any conflict and setting during the early 19th century up until World War II can be gamed using these rules. We hope you find the system easily adaptable to your needs.
52pp.
(c) This book is owned and published by the Iron Ivan Games division of Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.
Where Heros Dare! Two Fisted Action in the Pulp and Serial Movie World (PDF - Digital Version)

Rules by Jason Gardner, Chalfant Conley and Keith Stine.
$15.00



This is a downloadable and printable PDF file for your licensed use only.
You will need Adobe Reader version 10 or later.
Have you ever wanted to stop a Nazi Doomsday weapon hidden away in a lost Peruvian Valley amongst ancient ruins? Have you ever wanted to show those fools at the University the magnitude of your diabolical genius? In Where Heroes Dare! players field their own custom made Heroes and Villains along with their Companions and Lackeys in thrilling adventures set in the 1920s-1930’s Pulp Fiction and Movie Serial world. Players control as little as 3 models or as many as 30 depending on their style of play led by Characters with Shticks that give them flavor and ability such as Hard Boiled or Get a Load of Her! In these pages you will find rules covering Voodoo Zombies, Gadgets, Gear, Mad Science, Giant Robots, Vehicles, Airplanes, Artillery, Fierce Beasts, and a Campaign generator that gets you right in the action. The Perils and Fortunes tables add to the story by giving your Characters rewards or penalties from game to game as each Chapter unfolds. Where Heroes Dare! uses the Iron Ivan Games mechanics but adds in a new Dare! ability that allows Characters to solve mysteries, perform feats, and duke it out in Dire Duels. Where Heroes Dare! uses a point based system to create your teams and games are finish in about 2 hours. Are you ready for adventure? Then go Where Heroes Dare!
You will need Adobe Reader version 10 or later.
Have you ever wanted to stop a Nazi Doomsday weapon hidden away in a lost Peruvian Valley amongst ancient ruins? Have you ever wanted to show those fools at the University the magnitude of your diabolical genius? In Where Heroes Dare! players field their own custom made Heroes and Villains along with their Companions and Lackeys in thrilling adventures set in the 1920s-1930’s Pulp Fiction and Movie Serial world. Players control as little as 3 models or as many as 30 depending on their style of play led by Characters with Shticks that give them flavor and ability such as Hard Boiled or Get a Load of Her! In these pages you will find rules covering Voodoo Zombies, Gadgets, Gear, Mad Science, Giant Robots, Vehicles, Airplanes, Artillery, Fierce Beasts, and a Campaign generator that gets you right in the action. The Perils and Fortunes tables add to the story by giving your Characters rewards or penalties from game to game as each Chapter unfolds. Where Heroes Dare! uses the Iron Ivan Games mechanics but adds in a new Dare! ability that allows Characters to solve mysteries, perform feats, and duke it out in Dire Duels. Where Heroes Dare! uses a point based system to create your teams and games are finish in about 2 hours. Are you ready for adventure? Then go Where Heroes Dare!
(c) This book is owned and published by the Iron Ivan Games division of Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.
No More Room In Hell: Surviving the Zombie Apocalypse Skirmish Wargaming Rules (PDF - Digital Version)

By Byan Myley.
$20.00



This is a downloadable and printable PDF file for your licensed use only.
You will need Adobe Reader version 10 or later.
You will need Adobe Reader version 10 or later.
No More Room In Hell: Surviving the Zombie Apocalypse is a stand alone miniatures game system usable with 15mm-28mm figures that allows you to create a group of characters amidst the end of the living world and the start of the living-dead world. Who will survive? Who will feed the zeds? It's up to you to select the skills.
Zombies. Be it slow moving re-animated dead (what us diehards refer to as Romero Zombies, the one true Zombie if you ask me), or the running Zombie that may just be an “infected person” we see so often these days there’s no question that Zombies captivate us, at least I assume they do if you’re holding this book. A great Zombie movie reveals to its audience that the facade of safe and cozy “civilization” we’ve wrapped ourselves in is a sham. A cold and terrifying lie whose truth is rarely revealed until it’s too late. We perpetuate this lie by telling ourselves that people are generally good and that our government has the resources and preparation needed to take real good care of us. That’s not a bad thing. I do it too, we all do it. Why wouldn’t we tell ourselves that? You need to be able to sleep at night right? But what happens when the delicate veil of order gets pulled back or just torn to shreds and we learn quickly that we really aren’t protected, and that other people’s motivations aren’t always as noble as we had thought? What happens when the chips are really down? And what if those chips are corpses?...And they get back up again? What happens is that you get one fiction’s most game-able genres and that’s where No More Room In Hell comes in. No More Room In Hell will lay out every detail you need to play out nearly any Zombie scenario you’ve seen in a movie, read in a book, or played in a video game, and then some. Strangers stuck in a farmhouse becoming surrounded by the undead during the first night of a mysterious outbreak. Survivors trying to fortify a warehouse store or take over an abandoned prison with the intent of riding out the apocalypse in safety and maybe even comfort. Bandits that attempt to raid a camp of Survivors to steal as many precious supplies as they can grab. These rules will give you the ability to play out all of these scenarios. There are also rules for campaign play that will show the wear and tear that your Survivors succumb to as they take their journey through a world being overrun. So grab that shotgun, sharpen that machete and hope to God you can find enough canned food to stay alive for another day because…There’s No More Room In Hell!!!
80pp.
(c) This book is owned and published by the Iron Ivan Games division of Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.
SciFi Rules: Iron Ivan's Age of Saints (PDF - Digital Version)

Rules by Jason Gardner
$25.00



This is a downloadable and printable PDF file for your licensed use only.
You will need Adobe Reader version 10 or later.
Iron Ivan Games is proud to present a new way of gaming Sci Fantasy, Age of Saints. In the open world of Age of Saints, players create their own armies led by powerful Heroes or Villains to fight across the scarred worlds of The Dominion. Saints, The Blessed Born, wield inhuman power in their manipulation of The Host against the vile enemies of the Hexxen Kult, Outringers and Dregs. Players are able to build their point based forces within the Age of Saints universe or use the templates within the book to fit any other Sci Fantasy genre. The Age of Saints rules are 145 pages of vehicles, weapons, characters, and armor to get your dice rolling! Welcome to the New Age, The Age of Saints!
(c) This book is owned and published by the Iron Ivan Games division of Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.
You will need Adobe Reader version 10 or later.
Iron Ivan Games is proud to present a new way of gaming Sci Fantasy, Age of Saints. In the open world of Age of Saints, players create their own armies led by powerful Heroes or Villains to fight across the scarred worlds of The Dominion. Saints, The Blessed Born, wield inhuman power in their manipulation of The Host against the vile enemies of the Hexxen Kult, Outringers and Dregs. Players are able to build their point based forces within the Age of Saints universe or use the templates within the book to fit any other Sci Fantasy genre. The Age of Saints rules are 145 pages of vehicles, weapons, characters, and armor to get your dice rolling! Welcome to the New Age, The Age of Saints!
(c) This book is owned and published by the Iron Ivan Games division of Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.
Psycho-Slasher: The Game

By Chalfant Conley
$15.00



Psycho-Slasher: The Game is a table top miniatures game designed as an homage to the low budget horror films of the late 1970’s through the late 1980’s. This was a decade filled with slasher films and slasher film sequels. Notable movie inspirations for Psycho-Slasher are the
Robert Hiltzik’s Sleepaway Camp (1983), Wes Craven’s A Nightmare on Elm Street (1984), and of course, Friday the 13th (1980), Friday the 13th Part II (1981), Part III (1982), and onwards… a slasher film franchise that continued (for better or worse) for two more decades… so far! I certainly don’t want to forget my personal favorite set, John’ Carpenter’s Halloween (1978) and Halloween II (1981).... another franchise that continued (for good or bad, I am looking at you Halloween III) for two more decades.
The game mechanics of Psycho-Slasher are meant to help recreate the feel and plot of those movies. The players (shortly to be known as the “Writers”) will enact the parts of the Slashers, with limited control of the “Pawns”, who are the targets of the “Slashers”. The Slashers are not allowed to interact directly with each other. They are too busy vying for top billing! What they can do in the game, is use the Pawns against each other. Through the course of the game, some of those Pawns will develop into Heroes or Heroines… becoming formidable foes by the end of the game to all of the Slashers. If your Slasher happens to fall to a Hero that you helped create, don’t feel too bad about it. You helped move the movie story line along to its natural conclusion.
Looking for minis? Check out our Psycho Slasher page at:
http://brigadegames.3dcartstores.com/Iron-Ivan-Games--Sinister-Laboratories_c_594.html
Robert Hiltzik’s Sleepaway Camp (1983), Wes Craven’s A Nightmare on Elm Street (1984), and of course, Friday the 13th (1980), Friday the 13th Part II (1981), Part III (1982), and onwards… a slasher film franchise that continued (for better or worse) for two more decades… so far! I certainly don’t want to forget my personal favorite set, John’ Carpenter’s Halloween (1978) and Halloween II (1981).... another franchise that continued (for good or bad, I am looking at you Halloween III) for two more decades.
The game mechanics of Psycho-Slasher are meant to help recreate the feel and plot of those movies. The players (shortly to be known as the “Writers”) will enact the parts of the Slashers, with limited control of the “Pawns”, who are the targets of the “Slashers”. The Slashers are not allowed to interact directly with each other. They are too busy vying for top billing! What they can do in the game, is use the Pawns against each other. Through the course of the game, some of those Pawns will develop into Heroes or Heroines… becoming formidable foes by the end of the game to all of the Slashers. If your Slasher happens to fall to a Hero that you helped create, don’t feel too bad about it. You helped move the movie story line along to its natural conclusion.
Looking for minis? Check out our Psycho Slasher page at:
http://brigadegames.3dcartstores.com/Iron-Ivan-Games--Sinister-Laboratories_c_594.html
(c) This book is owned and published by the Iron Ivan Games division of Sinister Laboratories, a joint venture between Rattrap Productions LLC and Brigade Games and Hobby LLP.