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Daniel Wohlschlegel (order #7617289)

ROLEPLAYING GAME Adventure Kit

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Iron Kingdoms Unleashed Roleplaying Game Adventure Kit. . . . . . . . ISBN: 978-1-939480-57-6. . . . . . . . . . . PIP 417

Daniel Wohlschlegel (order #7617289)


RULEBOOK

The Iron Kingdoms Unleashed Roleplaying Game takes you on an This book contains everything you need to know to get started
action-packed journey into an untamed world rich with danger playing Iron Kingdoms Unleashed. The rules within not only let
and adventure. The lands of western Immoren are yours to you play through the Hogwash adventure contained in this kit;
explore as you combat the deadly forces of enemy tribes and they allow you to take the pregenerated characters and continue
slavering monsters. To introduce new players to roleplaying playing your own adventures set in western Immoren.
in the wilds of western Immoren, these streamlined rules
Concepts introduced in the accompanying adventure are
condense content from the Iron Kingdoms Unleashed core game.
explained here in greater depth. The Game Master should read
Many special rules and options are omitted to make it easy
through this material prior to running the adventure in order to
to learn the games fundamentals and begin adventuring
have a firm grasp of the rules.
immediately.
Beyond the basic gameplay rules, this book contains guidelines
For players interested in a more in-depth experience, the Iron
for character advancement, a limited selection of equipment,
Kingdoms Unleashed: Core Rules book contains the full game rules.
and a list of new abilities to let you keep playing with your
It also includes more races, careers, spells, and equipment as well
Hogwash characters beyond the conclusion of the adventure.
as extensive background on the world of western Immoren.

Characters
Your character is the persona through which you will explore Careers Each character in Iron Kingdoms Unleashed
the mysteries and dangers of western Immoren. This adventure starts with two careers, which have been selected for the
kit provides four pregenerated characters, but the full game pregenerated characters in this kit. A characters careers
rulebook offers many more possibilities. determine which skills, abilities, and starting assets he has.
Careers also determine which abilities and skills a character
Characters in Iron Kingdoms Unleashed are remarkable
can learn as he gains experience. For example, because he
individuals, ambitious and talented enough to face down the
has the Bone Grinder career, Lurk starts the game with the
innumerable threats to be found in the savage wilds. They are
Bone Grinder and Disease Resistance abilities. Once he
often stronger, smarter, or more gifted than their fellows, and
reaches 4 experience points, Lurk can add the Anatomical
they have diverse skills and abilities learned over the course of
Precision ability to his character. See each characters sheet
their careers.
for a description of his careers.
The technical details that make up a character determine his
Abilities A character gains access to his abilities as
special talents and capabilities, how he can operate in the
a result of his career choice. These do not have levels of
game, and what abilities and skills he starts with. These details
mastery, but a character must have an ability in order to
include:
attempt its use. For example, Zocha the Outcast has the
Race A characters race determines his starting stats as well Pathfinder ability that allows her to ignore the negative
as the archetypes and careers available to him. Race affects aspects of rough terrain, while the other characters must
height and weight, and some races begin the game with suffer its effects.
particular benefits and abilities. For example, Longchops
Skills Skills represent knowledge, talents, and proficiencies
gains the Amphibious and Flesh of Steel abilities from being
the character develops over time. A characters mastery in a
a gatorman. See each characters sheet for a description of
skill is reflected in its level, with level 1 being the lowest
his racial abilities.
and level 4 being the highest. Skills available to a character,
Archetype A characters archetype largely defines his and the level of possible skill mastery, are determined by a
role in the game and what careers are available to him. characters careers. Longchops Brigand and Monster Hunter
Each archetype also has a number of benefits. For example, careers have enabled him to develop a mix of military and
because he has the Mighty archetype, Gullin Oakbreaker occupational skills.
adds an additional die to all his melee damage rolls and has
the special benefit Feat: Back Swing.

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IRON KINGDOMS Unleashed ADVENTURE Kit RULEBOOK

Character Stats Arcane (ARC): Arcane is a measure of a characters magical


power. It is also used to determine a characters skill with
A characters stats are a measure of his natural attributes. Stats offensive magic. Only characters with the Gifted archetype
provide a numerical representation of the characters basic have the Arcane stat.
qualities and are used to determine the success or failure of a Perception (PER): Perception is a measure of a characters
variety of die rolls during play. Higher stats represent greater astuteness, attention to detail, and awareness. It is also used in
natural aptitude in a particular field. The higher the number, part to determine a characters Defense (DEF) and Initiative.
the better the stat.
Derived Stats
Stats are broken into two categories: primary and secondary. A
Derived stats are values computed using a characters primary
characters primary stats broadly determine his fundamental
and secondary stats along with other factors. By combining
strengths and weaknesses. Each primary stat is further divided
primary and secondary stats in various ways, derived stats
into two related secondary stats.
further expand the parameters of what a character can do.
The range of stats for most characters falls between 2 and 8. A
Defense (DEF): The Defense stat determines how hard it is to
characters race determines what his starting stats are as well as
hit a character in combat. A characters base Defense is the sum
what their maximum values can be. The character sheet of each
of his Speed (SPD), Agility (AGL), and Perception (PER). Defense
pregenerated character includes the maximum values for each
can be modified further by abilities or equipment.
of the stats. A characters stat cannot exceed this value.
Initiative: The Initiative stat is used in initiative rolls (p.16) to
Primary and Secondary Stats determine when a character can act during combat. A characters
The primary stats are Physique, Agility, and Intellect. The base Initiative is the sum of his Speed (SPD), Prowess (PRW), and
secondary stats are Speed, Strength, Poise, Prowess, Arcane, Perception (PER). Initiative can be modified further by abilities
and Perception. or equipment.
Physique (PHY): Physique is how tough, healthy, and physically Armor (ARM): The Armor stat shows how difficult it is to damage
durable a character is. It reflects the physical attributes of a character. A characters Armor is the sum of his Physique (PHY)
the character. This stat is used to resist poisons, illness, and and the armor modifiers provided by the armor he wears.
physical ailments. Physique also helps determine a characters
Willpower (WIL): The Willpower stat determines a characters
Armor (ARM), his Willpower (WIL), and the number of damage
ability to resist the effects of fear and mind control magic. A
circles on his life spiral.
characters Willpower is the sum of his Physique (PHY) and
Speed (SPD): Speed is how fast a character moves. It Intellect (INT).
determines how far a character can move during his turn and
helps determine a characters Defense (DEF) and Initiative.
Strength (STR): Strength is a measure of a characters physical
strength. It is used to determine how much a character can lift
and is a major component of how much damage he inflicts in MAT and RAT
melee combat.
MAT, short for melee attack, and RAT, short for ranged
Agility (AGL): Agility is a measure of a characters reflexes and attack, are two derived stats very important for combat.
nimbleness. This stat is used when a character makes a non- A characters MAT and RAT are dependent on the weapon
combat skill roll involving coordination and reflexes. Agility being wielded, so they are found within the weapon
helps determine a characters Defense (DEF) and the number of entries on the character sheet (p.19).
damage circles on his life spiral.
MAT is a measure of a characters skill with a melee
Poise (POI): Poise reflects a characters hand-eye coordination weapon. A characters MAT with a particular weapon is the
and manual dexterity. It is the characters ability to focus sum of his Prowess (PRW) stat, his skill value when using
physically. Poise helps determine a characters skill with that weapon, and any attack modifiers that weapon has.
ranged weapons.
RAT is a measure of a characters skill with a ranged
Prowess (PRW): Prowess is a measure of a characters grace, weapon. A characters RAT with a particular weapon is
balance, and control over his body. It takes into account the sum of his Poise (POI) stat, his skill value with that
practice, conditioning, and training. It helps determine a weapons class, and any attack modifiers that weapon
characters natural talent with melee weapons and partly has. A characters skill with a thrown weapon is based on
determines a characters Initiative. his Prowess (PRW) stat.
Intellect (INT): Intellect is a measure of a characters wits, powers
of deduction, and speed of thought. This stat is used when a
character tries to figure something out or uses a skill involving
knowledge or problem solving. Intellect also helps determine a
characters Willpower (WIL) and the number of damage circles
on his life spiral.

Daniel Wohlschlegel (order #7617289)


This table encompasses only a portion of the Hero level of play
to give players options for customizing their characters. Beyond
it are two more levels, Veteran and Epic, which allow a character
Command Range to become a true legend of Immorens wilds. Groups interested in
Every character has a command range equal to his taking their characters beyond the experience level presented in
Intellect (INT) + Command skill in inches. A character this kit can find out more in Iron Kingdoms Unleashed.
is always in his own command range. Command range is
used to determine the effective range of certain abilities, Character advancement usually takes place between game
such as Battle Plans used by Gullin Oakbreaker. sessions. If a character is awarded enough experience points to
gain an advancement, he must select the advancement before the
next game session. Experience points cannot be saved for later use.
Refer to the Character Advancement table to see what
advancements are available to characters as their experience

Character points (XP) totals grow.


CHARACTER ADVANCEMENT
Advancement XP TOTAL CHARACTER BENEFIT
As a character completes adventures and gains experience, he 2 +2 occupational skills
will have the opportunity to improve his stats and skills and
+1 spell, ability, connection,
to choose new spells and abilities. Characters in Iron Kingdoms 4
or military skill
Unleashed gain experience points for completing major milestones
and achieving goals. Every few experience points grant players 6 +1 stat
the ability to improve an aspect of their characters. 8 +2 occupational skills
Experience in the Hogwash adventure is limited in order +1 spell, ability, connection,
10
to make it easier to progress through the game. For groups or military skill
interested in taking their characters beyond the scope of the 12 +1 archetype benefit
adventure, the following table shows what a character gains as
15 +1 stat
he earns experience.

Advancement by Character
Gullin Oakbreaker Lurk
Gullin can learn the following: Lurk can learn the following:
Abilities: Battle Plan: Battlefield Coordination, Battle Abilities: Advisor, Anatomical Precision, Backstab, Brew
Plan: Call to Action, Battle Plan: Coordinated Strike, Fast Master, Dodger, Inflict Pain, Vivisectionist
Draw, Fast Reload, Find Cover, Head-Butt, Language, Load Skills: General skills, plus Great Weapon, Alchemy,
Bearing, Sentry, Shield Guard Deception, Interrogation, Investigation, Medicine,
Skills: General skills and military skills, plus Deception, Navigation, Oratory, Sneak, Survival, Tracking
Interrogation, Lore (tribal), Medicine, Navigation, Oratory, Spells: Any bone grinder or mist speaker spells
Sneak, Survival
Zocha the Outcast
Longchops Zocha can learn the following:
Longchops can learn the following:
Abilities: Anatomical Precision, Battle Plan: Shadow,
Abilities: Ambush, Anatomical Precision, Backstab, Binding, Camouflage, Blood Trade, Gang, Haruspex, Inflict Pain,
Camouflage, Dodger, Exterminator, Fall Back, Fast Reload, Shadow Magic
Gunfighter, Hunting Ground, Poison Resistance, Relentless
Skills: General skills, plus Thrown Weapon, Unarmed
Charge, Skilled Trapper, Stare Down, Survivalist, Waylay
Combat, Command, Investigation, Medicine, Navigation,
Skills: General skills, plus Hand Weapon, Unarmed Combat, Survival, Tracking
Command, Deception, Investigation, Lore (extraordinary
Spells: Any bloodweaver spells
zoology), Navigation, Sneak, Survival, Tracking

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IRON KINGDOMS Unleashed ADVENTURE Kit RULEBOOK

Archetypes Righteous Anger When one or more characters who are


friendly to this character are damaged by an enemy attack
Each character archetype has archetype benefits. Your character while in his command range, this character gains +2STR
starts with at least one of these benefits (or more, from race and ARM for one round.
or other sources), and as he develops he can learn additional
archetype benefits. Skilled
The archetypes used by the pregenerated characters are Gifted, The character is extremely quick, nimble, and dexterous. He
Mighty, and Skilled. A small selection of archetype abilities are relies on his wits, skill, and luck in equal measure.
included here.
A Skilled character gains an additional attack during his
Activation Phase if he chooses to attack that turn.
Gifted
Additionally, the character begins the game with one of the
Those with the Gifted archetype are born with the capacity to following benefits. Characters gain additional benefits as they
work magic. This potential can be latent, discovered only later accumulate experience points.
in life, or it can be pronounced and defining from an early age.
Preternatural Awareness The characters uncanny perception
The Gifted archetype allows characters to take arcane careers.
keeps him constantly aware of his surroundings. The
A character with the Gifted archetype starts the game with a character gains boosted Initiative rolls. Additionally, enemies
tradition (p.24). This book describes two traditions: will weaver never gain back strike bonuses against this character.
and harnesser. Both Gifted player characters in this kit are will
Virtuoso Choose a military skill. When making a non-AOE
weavers. A characters tradition determines his ARC stat, and
attack with a weapon that uses that skill, this character gains
only Gifted characters have an ARC stat.
an additional die on his attack and damage rolls. Discard the
Additionally, a Gifted character begins the game with one of lowest die of each roll. This benefit can be taken more than
the following benefits. Characters gain additional benefits as once, each time specifying a different military skill.
they accumulate experience points.
Combat Caster When this character makes a magic attack
roll, he gains an additional die. Discard the lowest die of
Abilities
Abilities are special capabilities that a character has access
each roll.
to as a result of his career choices. They can be learned only
Feat: Quick Cast The character can spend 1 feat point to once unless otherwise indicated and do not have ranks of
immediately cast one upkeep spell at the start of combat, before mastery. A character must have an ability in order to attempt
the first round. When casting a spell as a result of this benefit, to use it.
the character is not required to pay the COST of the spell.
Specific ability rules override general rules whenever there is a
Feat: Strength of Will After failing a fatigue roll, the conflict. For example, an ability that grants the use of another
character can spend 1 feat point to instead automatically ability for a round does so regardless of whether the character
succeed on the roll. This benefit can be taken only by meets the granted abilitys prerequisites.
characters with the will weaver tradition.
Prerequisite: Note that some abilities have prerequisites that
Occult Secrets The character delves further into the must be met before the character can learn the ability.
primal mysteries of the arcane and is rewarded with a spell
The abilities presented below are a small sample of the
from one of his career spell lists. This benefit can be taken
abilities available in Iron Kingdoms Unleashed. Only the abilities
multiple times, but a character still cannot exceed twice his
available to the pregenerated player characters in this kit are
INT in spells known.
included. After the completion of the included adventure,
Mighty each character will have earned one of the additional abilities
available to him.
The character is in peak physical condition. He is incredibly Advisor
strong and inhumanly resilient. The character is capable of feats
of strength that defy imagination. Prerequisite: Command2

Mighty characters gain an additional die on their melee While base-to-base to this character, friendly characters gain +1
damage rolls. to their command range.
Ambush
Additionally, a Mighty character begins the game with one of
the following benefits. Characters gain additional benefits as Prerequisite: None
they accumulate experience points. During the first round of an encounter, this character gains
Feat: Back Swing Once per turn, this character can spend boosted attack and damage rolls against enemies that have not
1 feat point to gain one additional attack. yet activated that encounter.

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Abilities at a Glance
Advisor Dodger Pathfinder
Ambush Empower Weapon Poison Resistance
Anatomical Precision Expert Rider Precision Strike
Backstab Exterminator Prowl
Battle Plan: Battlefield Fall Back Quick Work
Coordination Fast Draw Relentless Charge
Battle Plan: Call to Action Fast Reload Roll with It
Battle Plan: Coordinated Strike Find Cover Saddle Shot
Battle Plan: Go to Ground Flesh of Steel Sentry
Battle Plan: Shadow Gang Shadow Magic
Battle Plan: Take Cover Go to Ground Shield Guard
Big Game Hunter Gunfighter Shootist
Binding Haruspex Signal Language
Blood Rites Head-Butt Skilled Trapper
Blood Trade Hunting Ground* Staredown
Bone Grinder Inflict Pain Survivalist
Brew Master Language (language)* Swift Hunter
Camouflage Light Cavalry Swift Rider
Cavalry Charge Load Bearing Team Leader
Combat Rider Natural Leader Traceless Path
Conniver Night Fighter Vivisectionist
Disease Resistance Onslaught Waylay

* These abilities can be taken multiple times. See the ability description.

Anatomical Precision Battle Plan: Call to Action


Prerequisite: None Prerequisite: Command1
When this character hits a living target with a melee attack The character can spend 1 feat point to use Battle Plan: Call to
but the damage roll fails to exceed the targets ARM, the target Action. Using a battle plan is a quick action. When a character
suffers d3 damage points instead of the damage rolled. uses this battle plan, each friendly character in his command
Backstab range who is under his command and is knocked down
immediately stands up or goes prone.
Prerequisite: None
Battle Plan: Coordinated Strike
This character gains an additional die on his back strike
Prerequisite: Command1
damage rolls.
Battle Plan: Battlefield Coordination The character can spend 1 feat point to use Battle Plan:
Coordinated Strike during a surprise round before a battle.
Prerequisite: Command1 Using a battle plan is a quick action. When a character uses this
The character can spend 1 feat point to use Battle Plan: battle plan, each friendly character in his command range can
Battlefield Coordination. Using a battle plan is a quick immediately make one attack. After these attacks, the surprise
action. When a character uses this battle plan, for one round, round ends and the characters are detected.
while in this characters command range, friendly characters Battle Plan: Go to Ground
do not suffer the firing into melee penalty for ranged attacks
Prerequisite: Command2
and spells and do not have a chance to hit friendly characters
when they miss with ranged or magic attacks while firing The character can spend 1 feat point to use Battle Plan: Go to
into melee. Ground. Using a battle plan is a quick action. When a character
uses this battle plan, until he moves or is engaged each friendly
character who follows the characters orders gains cover, does
not suffer blast damage, and does not block line of sight (LOS).

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Battle Plan: Shadow


Prerequisite: Command1
The character can spend 1 feat point to use Battle Plan: Shadow.
Using a battle plan is a quick action. When a character uses this
Beasts Native to the
battle plan, each friendly character who follows the characters Wilds of Immoren
orders gains Prowl (p.10) for one round. What does this phrase mean? It is a broad category
Battle Plan: Take Cover of living things that includes animals, monsters, and
warbeasts of the Immorese wilderness. Things that do not
Prerequisite: Command 1
fall within this category include constructs, dragonspawn,
This character can spend 1 feat point to use Battle Plan: Take grymkin, sentient creatures, and undead creatures. The
Cover during a surprise round before a battle. Using a battle final decision as to whether a creature counts as a beast
plan is a quick action. When a character uses this battle plan, native to the wilds is up to the Game Master, but a good
each friendly character in his command range can immediately barometer is whether or not the creature in question has
advance up to twelve feet (2) and perform a quick action to take some manner of magical or supernatural origin. If it does,
cover or go prone. it is not a likely candidate.
Big Game Hunter
Prerequisite: Survival1
When a character with Big Game Hunter makes a melee or
ranged attack against a natural animal or beast native to the Conniver
wilds of Immoren, he gains a bonus on attack rolls equal to his
Prerequisite: Deception1
Survival skill.
The character can reroll failed Bribery- and Deception-based
Binding
social skill rolls. Each roll can be rerolled only once as a result
Prerequisite: Rope Use1 of Conniver.
When the character ties up, manacles, or otherwise restrains Disease Resistance
another character with some form of restraints, add +3 to the
Prerequisite: None
skill roll difficulty for the bound character to escape.
The character can make boosted rolls to resist disease and
Blood Rites
infection.
Prerequisite: None
Dodger
At Hero level, the character gains +2 to her sacral blade damage
Prerequisite: None
rolls. At Veteran level, the character gains +3 to her sacral blade
damage rolls. At Veteran level, the character gains +4 to her When this character is missed by an enemy attack, he can
sacral blade damage rolls. immediately advance up to 2 after the attack is resolved.
This ability cannot be used if he was missed while advancing.
Blood Trade
The character cannot be targeted by free strikes during this
Prerequisite: None movement.
This character can upkeep spells by suffering d3 damage Exterminator
points per spell instead of spending fury points or gaining a
Prerequisite: None
fatigue point.
When this character hits a natural animal or beast native to the
Bone Grinder
wilds of Immoren with a non-AOE ranged attack during a turn
Prerequisite: None he forfeited his movement to aim, the character gains +2 to its
This character can create bone grinder fetishes. damage roll.

Brew Master Fall Back

Prerequisite: Alchemy2 Prerequisite: AGL 6

The character can reroll failed Alchemy rolls. Each failed roll At the end of this characters turn, if he destroyed one or more
can be rerolled only once as a result of Brew Master. enemies with ranged attacks that turn, he can make a full advance.

Camouflage Fast Draw

Prerequisite: None Prerequisite: None

The character gains an additional +2DEF when benefiting from The character gains +2 on initiative rolls. During his first turn
concealment or cover. of combat each encounter, he also gains an additional quick
action that can be used only to draw a weapon.

Daniel Wohlschlegel (order #7617289)


Fast Reload outcomes or provide quite specific, if limited, information. The
Prerequisite: None information could also be seemingly misleading, its truth only
revealed in retrospect.
The character gains one extra quick action each turn that can be
Head-Butt
used only to reload a ranged weapon.
Find Cover Prerequisite: STR5, Unarmed Combat2

Prerequisite: None Instead of making a normal Unarmed Combat attack, this


character can spend 1 feat point to make a head-butt attack.
At the start of combat before initiative is rolled, this character The character makes an unarmed melee attack roll against his
can immediately advance up to twelve feet (2) and perform a target. If the attack hits, the target is knocked down and suffers
quick action to take cover or go prone. a damage roll with a POW equal to the characters current STR.
Flesh of Steel A character cannot head-butt a target that has a larger base.
Prerequisite: None Hunting Ground
While this character is unarmored, double his PHY when Prerequisite: None
determining his ARM. Choose an environment type (desert, forest, mountain, or
Gang swamp) when you select this ability. The character gains +2 to
Sneak and Tracking rolls while in the chosen environment. This
Prerequisite: None
ability can be taken more than once. Each time this ability is
When making a melee attack that targets an enemy in melee selected, choose a new environment type.
range of another friendly character, this character gains +1 to
Inflict Pain
melee attack and melee damage rolls. When making a melee
attack that targets an enemy in melee range of another friendly Prerequisite: Lore (extraordinary zoology) 2
character who also has this ability, these bonuses increase to +2. When he hits a warbeast with a melee attack, this character can
Go to Ground place 1 fury point on or remove 1 fury point from the warbeast.
Prerequisite: None Language
This character can make a quick action to make the most of any Prerequisite: None
terrain around him. Until he moves, goes prone, or is engaged, This ability can be taken multiple times. Each time a character
the character gains cover, does not suffer blast damage, and takes this ability, he learns how to speak, read, and write a new
does not block line of sight. A character cannot use the Go to language.
Ground ability during a turn in which he ran.
Gunfighter
Prerequisite: None
The character does not suffer a 4 penalty on ranged attack rolls
with pistols or carbines while engaged. Picking Up Languages
Haruspex With the Game Masters approval any character can gain
Prerequisite: PER 6 a new language he has been regularly exposed to in play
as a career ability. However, without a formal education
Through ritualized dissection, the character can catch glimpses in the language (represented by the actual Language
of the future in the entrails of a freshly slain creature. Though ability), the character will have a limited vocabulary and
simple animals give only brief and indistinct hints of the future, poor command over the structure of the language, will
to glimpse any true portents this craft requires the corpse of not be able to read the language, and will suffer a 2
an intelligent creature, such as a human. Though the character penalty to social rolls when speaking the language. As
does not need to personally kill his subject, the subject must be the character gains considerable experience in speaking
fresh as of the start of the ritual. the language over time, the Game Master may choose to
reduce this penalty to 1 or remove it completely.
The ritual itself lasts for one hour, during which the character
cannot be disturbed. After this time has passed, the character
spends 1 feat point and makes an ARC roll against a target
number of 14. If he succeeds, he gains insight into the future. If
he fails, the character gains no insight from this corpse. If the
character is working from an animal without human intellect, Load Bearing
increase the target number for this roll to17. Prerequisite: STR5
The insight gained will most often be quite vague unless the The character is well practiced at fighting while wearing heavy
Game Master wishes to give significant information as part armor. Reduce the SPD and DEF penalties from the armor the
of the development of the story. It might hint toward possible character wears by1.

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IRON KINGDOMS Unleashed ADVENTURE Kit RULEBOOK

Natural Leader Sentry


Prerequisite: Command1 Prerequisite: None
A character with Natural Leader increases his command range by2. Once per round when an enemy moves into the line of sight of
Night Fighter this character, this character can immediately make one attack
targeting that enemy.
Prerequisite: None
Shadow Magic
The character is well versed in dispatching an opponent at a
Prerequisite: Gifted, Sneak2
distance in the dark of night. When making a ranged or magic
attack against a character with stealth or Prowl, this character Normally, spellcasting causes brilliant glowing runes to
automatically misses the target only if he is 8 or farther away appear. When this character casts a spell, no spell runes
(instead of 5 away). appear, and magically sensitive characters cannot sense the
Onslaught characters magic. A harnesser with this ability cannot be
detected by another harnesser with the Magic Sensitivity
Prerequisite: None archetype benefit.
At the start of this characters turn before moving or taking any Shield Guard
action, he can make one ranged attack. After the attack has been
Prerequisite: Shield1
resolved, the character must charge or run. The ranged attack is
made before declaring a charge target. Once per turn, when a friendly character is directly hit by
Pathfinder an attack while within 2 of this character, this character can
become the target of the attack and be automatically hit instead.
Prerequisite: Survival1 This character cannot use Shield Guard if he is knocked down
The character can move over rough terrain without penalty. or stationary.
Poison Resistance Shootist
Prerequisite: None Prerequisite: None
The character gains boosted rolls to resist poisons and toxins. The character ignores the firing into melee penalty when
making ranged attacks. If the character makes a ranged attack
Precision Strike
targeting a character in melee, it just misses and does not have
Prerequisite: None the chance to hit another combatant.
When the character hits with a melee attack, he chooses the Signal Language
branch of the targets life spiral or the column of the targets
Prerequisite: Cryptography1
damage grid that is hit, if applicable.
The character can spend time developing a coded signal
Prowl
language for use with his party using the same rules as
Prerequisite: Sneak1 creating a code. The language can convey simple messages or
The character is virtually invisible while in the shadows or commands and has a Cryptography target number based on
in terrain that grants a degree of concealment. The character the target number used during the codes creation. The signal
gains stealth while within terrain that provides concealment, language can be taught to any character who has Intellect3 or
the AOE of a spell that provides concealment, or the AOE of a greater.
cloud effect. Skilled Trapper
Quick Work Prerequisite: Survival 2
Prerequisite: AGL5 When this character successfully sets a trap, add +2 to the target
When this character kills one or more enemies with a melee number to detect it.
attack during his combat action, immediately after that attack Staredown
is resolved this character can make one ranged attack. To make
Prerequisite: Willpower 10
a ranged attack, the characters ranged weapon must be loaded.
This character make a contested Willpower roll against a living
Relentless Charge
animal or beast native to the wilds of Immoren with which he
Prerequisite: None locks eyes. If the beast wins, nothing happens. If this character
This character ignores penalties for rough terrain during an wins, the beast cannot advance toward or attack him for one
Activation Phase in which he charges. round.
Roll with It Survivalist
Prerequisite: None Prerequisite: None

When the character would ordinarily be knocked down, he goes This character can reroll failed Survival rolls. Each failed roll
prone instead. The character loses this ability while he is mounted. can be rerolled only once as a result of Survivalist.

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Daniel Wohlschlegel (order #7617289)


Swift Hunter The Game Master is the final arbiter of what social skills are
Prerequisite: AGL 6 appropriate and necessary in any situation, and he should err
on the side of supporting engaging and creative roleplaying
When this character incapacitates an enemy by using a normal whenever possible.
ranged attack, immediately after the attack is resolved he can
advance up to twelve feet (2). Military Skills
Team Leader A character knows how to properly handle, maintain, and clean
the weapons he understands how to use.
Prerequisite: None
Great Weapon (Prowess)
When this character gains a feat point, instead of keeping
it himself he can give it to another character currently in his Each rank of this skill adds to the characters PRW when making
command range. attacks with great weapons. Some great weapons require two
hands to wield. A character cannot wield more than one great
Traceless Path
weapon at a time.
Prerequisite: Sneak2
Hand Weapon (Prowess)
The character knows how to conceal his trail when moving over
Each rank of this skill adds to the characters PRW when making
land. Though he can move at only half his usual rate of speed
attacks with hand weapons.
while using this ability, either on foot or horseback, anyone
attempting to follow his trail has +3 added to his skill roll target Rifle (Poise)
number. Each rank of this skill adds to the characters POI when making
Vivisectionist attacks with rifles.
Prerequisite: Lore (Extraordinary Zoology) 2 Thrown Weapon (Prowess)
When the character succeeds in a roll to extract alchemical Each rank of this skill adds to the characters PRW when making
ingredients from a living creature, double the amount he gains. attacks with thrown weapons or slings.
Waylay Unarmed Combat (Prowess)
Prerequisite: None Each rank of this skill adds to the characters PRW when making
attacks with his bare hands.
When an attack made by this character has the chance to knock
out a target, increase the target number for the Willpower roll
to resist the knockout by2.

Skills
Skills represent knowledge, talents, and proficiencies a character Military Skills
develops over time. A characters mastery in a skill is measured
by its rank. Characters learn new skills and increase proficiency
at a Glance
in existing skills through Character Advancement. Only the skills Great Weapon (Prowess)
available to the pregenerated characters are detailed here, though Hand Weapon (Prowess)
Iron Kingdoms Unleashed contains many more skills as well as details
for special and additional skill uses. Rifle (Poise)

Military skills are a characters weapons training. Military skills Thrown Weapon (Prowess)
can be used untrained. Unarmed Combat (Prowess)
Occupational skills represent specialized training and non-combat
proficiencies tied to a given career. General skills are occupational
skills available to every character regardless of his careers. General
skills encompass climbing, detection, and other skills a character
has the potential to learn regardless of specialized career training.
A character can develop a skill to rank2.
Occupational Skills
Each skill entry explains what the skill enables a character to do
Each skill is listed with its governing stat. This is the stat used when and describes the types of situations in which the skill would
determining whether your skill roll to use the skill is successful be useful. Each entry also covers the following categories:
(see Skill Resolution Rolls, p.15). Some skills have social as Untrained Skill Use. Some skills cannot be used unless a
the governing stat. Social skills do not have a single defined stat, character has at least 1 rank in the skill. Others can be used
because the attribute used depends on the specific social situation without training.
at hand. When a character attempts to use a social skill, the Game
Master determines which stat is most applicable based on the Skill Rolls. This section tells players when and how they can
situation and the characters approach to it. use the skill and often includes one or more tables of results.

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IRON KINGDOMS Unleashed ADVENTURE Kit RULEBOOK

Climbing (Agility, General Skill)


The character knows how to climb sheer surfaces. Add this skill
to the characters AGL when climbing.
Untrained Climbing: Characters untrained in Climbing can
Occupational Skills make Climbing rolls normally.
AT A GLANCE Climbing Rolls: When your character attempts to climb, you
Alchemy (Intellect) Medicine (Intellect) make an AGL + Climbing roll against a target number set by the
Game Master to determine if the roll is a success.
Command (Social) Navigation (Perception)
Command (Social)
Cryptography (Intellect) Oratory (Social)
The character has learned to lead subordinates in the field.
Deception (Social) Sneak (Agility)
Command Range: Every character has a command range in
Interrogation (Intellect) Survival (Perception)
inches equal to his INT + Command skill.
Investigation (Intellect) Tracking (Perception)
Untrained Command: Command cannot be used untrained.
Characters have command ranges whether or not they have
this skill.
Command Rolls: A character with the Command skill can
issue directives to forces under his command that they obey.
When a PC is issued an order, the player determines how his
Alchemy (Intellect)
character responds.
The alchemy practiced in the wilderness of western Immoren
When your character makes a command attempt, you make a
is not like the scientific practice of the civilized world. It is a
roll using a stat determined by the Game Master and add your
grotesque, bloody art involving the rendering of animal fats,
characters Command rank. If the roll succeeds, the characters
organs, and bones to extract their latent arcane energy.
orders are followed.
This skill is the exclusive domain of bone grinders, and a
Cryptography (Intellect)
character with it has learned the basics of alchemy and can
create simple alchemical compounds provided he has access to The character is well versed in writing, using, and breaking
the proper materials and an apothecarys kit. codes and generally finding hidden meanings in written script.
Mystics often write in codes to disguise the nature of their
Untrained Alchemy: A character cannot use this skill
correspondence. Many codes are ancient and have been used
untrained. To a character unskilled in alchemy, its ingredients
by the people of the wilds for centuries.
are nothing more than unidentified fluids and spoiled meat.
Untrained Cryptography: Without training in Cryptography,
Alchemy Rolls: To attempt an alchemical creation, make an
a character can break only the simplest of codes and then
INT + Alchemy roll against a target number set by the Game
only those in his native language. A character must have the
Master or the formula the character is trying to concoct (see
Cryptography skill to create his own codes.
Alchemy, pp.3031.
Cryptography Rolls: When your character attempts to break
Animal Handling (Social, General Skill)
a code, you make an INT + Cryptography roll against a target
Pack animals and warbeasts are the engines of the wild, which number set by the Game Master to determine if the roll is
does not have the technology of the industrialized world. A a success.
character with this skill is comfortable around animals and can
Deception (Social)
find ways of making them do what he wants.
Various situations can be shifted to your characters favor with
Untrained Animal Handling: A character unskilled in
the appropriate application of a falsehood. A character skilled
Animal Handling can interact only with well-trained animals
in Deception can be a great asset to many adventuring parties.
and can have them perform only according to their previous
training. Untrained Deception: A character unskilled in Deception can
still attempt to weave a believable lie.
Animal Handling Rolls: Characters with one or more ranks of
Animal Handling can attempt to urge an animal to perform an Deception Rolls: When your character tells a lie, you make a
action it does not want to make or otherwise bend it to his will. roll using a stat determined by the Game Master and add your
This can allow him to bring a panicking horse under control or characters Deception rank.
convince a pack of angry dogs not to attack him. When determining the target number for a Deception roll,
When your character makes an animal handling attempt, you consider the INT of the target of the characters deception and
make a roll using a stat determined by the Game Master and the scope of the lie.
add your characters Animal Handling rank.

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Daniel Wohlschlegel (order #7617289)


Detection (Perception, General Skill) Investigation Rolls: When a character tries to reconstruct
The Detection skill measures how refined the characters skills a crime or piece together a sequence of events from physical
of observation are. Whether scoping out a dark corner to detect evidence, make an INT + Investigation roll against a target
a hidden foe or combing the scene of a battle to discern the number set by the Game Master. The character can make one roll
nature of the combatants, a keenly perceptive character can for every half hour he investigates the physical clues at the scene
glean information hidden from less astute eyes. of a crime or other event that involves physical evidence. A true
expert can even discover if evidence has been tampered with.
Untrained Detection: All characters have some degree of
Lore (Intellect, General Skill)
detection capability based on their Perception stat. Detection
can be used untrained without any penalties. The character has spent a considerable amount of time
studying a particular subject and can call on a wealth of useful
Detection vs. Sneaking: The rules for using detection to spot a
information when that subject arises.
sneaking character are described in the Sneak skill (see p.14).
This skill can be taken multiple times. Each time the character
Detection Rolls: When your character tries to spot something
takes this skill, he chooses the subject of his characters
hidden, you make a PER + Detection roll against a target
knowledge. Areas of knowledge include but are not limited to
number set by the Game Master to determine if the check is
the following: ancient history, extraordinary zoology, spirit or
a success.
undead lore, lore of a particular nation or people, and lore of a
Interrogation (Intellect) particular religion.
The character is skilled in the art of extracting information from Untrained Lore: Characters untrained in a particular topic can
those within his power. His methods might rely on any combination still attempt to remember information they have casually heard
of cajoling, threat, coercion, mental cruelty, and torture. about that subject. What information a character can recall, if
Untrained Interrogation: Characters untrained in Interrogation any, is up to the Game Master but should be limited to general
can attempt to force information from an unwilling subject. knowledge the character could have picked up in his travels.
When making an Interrogation roll against a character trained Lore Rolls: When a character uses this skill, make an INT +
in Interrogation, the untrained character suffers a 2 penalty on Lore roll. The higher the roll, the more detailed and specific
the Interrogation roll. information the character knows about the subject. Depending
Interrogation Rolls: When your character tries to interrogate on the obscurity of a particular topic, the Game Master can set
a subject, both he and his subject make rolls. The interrogator a minimum target number for the character to recall anything
adds his Interrogation and INT to the roll. The subject adds his about the subject.
PHY and INT. Medicine (Intellect)
Intimidation (Social, General Skill) The character is a skilled healer and can treat the injured.
A characters Intimidation skill determines how threatening Untrained Medicine: Characters untrained in the healing
and fearsome the character is. He can use it to cow others into arts can attempt basic battlefield triage but should leave the
submission, get enemies to back down from a fight, or scare treatment of major injuries to the professionals.
people out of his way.
Medicine Rolls: When a character tries to heal the sick or
Untrained Intimidation: Intimidation can be used untrained wounded, make an INT + Medicine roll against a target number
without any penalties. determined by the action attempted. Stabilizing a grievously
Intimidation Rolls: When your character attempts to intimidate injured character (p.20) requires a Medicine skill roll against a
a target, you make a roll using a stat determined by the Game target number of14.
Master and add your characters Intimidation rank. The stat Navigation (Perception)
used for the Intimidation roll should reflect the method of
The character is adept at using the stars and other natural
intimidation employed.
indicators to determine his location.
Investigation (Intellect)
Untrained Navigation: Without a skilled navigator, characters
Investigation is the application of logic and reasoning to need to keep to major highways in order to avoid getting lost
reconstruct the events of violence or crime based on evidence when traveling from one village to another. Navigation cannot
left at a scene. A character with this skill is adept at determining be used untrained.
a likely sequence of events and gathering clues to the identity
of those involved. Navigation Rolls: Characters with one or more ranks in
Navigation can travel from point A to point B whether or not
Untrained Investigation: Characters untrained in they follow the most direct route.
Investigation have little hope of making sense of the subtle
details surrounding a crime scene. Investigation cannot be To make a Navigation roll, make a PER + Navigation roll against
used untrained. a target number set by the Game Master to determine if the roll
is a success.

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IRON KINGDOMS Unleashed ADVENTURE Kit RULEBOOK

Oratory (Social) Swimming (Strength, General Skill)


The character is a skilled storyteller capable of spurring a crowd The character is a skilled swimmer comfortable with being in
to action or calming an angry mob. the water.
Untrained Oratory: Characters untrained in Oratory do not Untrained Swimming: Characters untrained in Swimming can
have the ability to sway large groups of people with their make Swimming checks normally.
words. Oratory cannot be used untrained.
Swimming Rolls: To determine the speed a character can
Oratory Rolls: When your character makes an oratory attempt, swim, make a STR + Swimming roll. If he rolls 8 or less, he
you make a roll using a stat determined by the Game Master cannot move and suffers d3 damage points from choking. On
and add your characters Oratory rank. a roll of 9+ the character can move up to half his SPD through
the water.
When determining the target number for an Oratory roll,
consider the desired effect of the characters speech and the The Game Master can apply modifiers to the characters
demeanor of the targets. Swimming roll based on the conditions the character is
Sneak (Agility) swimming in. Rough water imposes a penalty of 1 to 3
depending on the strength of the current, and swimming in
The Sneak skill measures how capable a character is at hiding armor can impose a penalty of 2 or even higher.
and moving undetected. It can apply to many situations,
Tracking (Perception)
whether trying to sneak past a sleeping troll or silently moving
into striking range of a target. The character understands how to follow a quarry through the
wilderness by the signs left by its passage. When a trail runs
Untrained Sneak: Characters untrained in Sneak can make
cold, he knows the steps to take to reacquire the quarry and
Sneak rolls normally.
continue the hunt.
Sneak Rolls: Any time a character attempts to hide, move
Untrained Tracking: A character without the Tracking skill
silently, or follow another creature without being detected, the
can follow obvious paths and visual clues, such as a warbeasts
Game Master makes an AGL + Sneak roll for the character.
swath of destruction, clear tracks in fresh snow, or trails of fresh
Do not share the Sneak roll result with the character. Until he blood. Identifying tracks and tracking quarry overland are
ceases using Sneak, this is his passive number for detection. beyond the abilities of an unskilled tracker.
Any time a character using the Sneak skill enters the sensory
Tracking Rolls: When a character tracks his quarry, make a
range of another character, make a PER + Detection roll for the
PER + Tracking roll against a target number set by the Game
other character and compare it to the hidden characters Sneak
Master.
roll. If the detecting characters total is higher, he detects the
presence of the sneaking character. Whether he sees, hears, or The Game Master should have a character using the Tracking
notices the sneaking character by another means depends on skill make periodic rolls to ensure he does not lose the trail.
the circumstances. If the sneaking characters total is equal These are made at least once every fifteen minutes and any time
to or higher than the detecting characters total, he is not tracking conditions worsen, such as when the quarry crosses a
detected. river, enters an area of heavy traffic, or leaves a region of very
easy tracking, such as fresh snow.
The use of the Sneak skill is dependent on situations in which
the character can remain obfuscated. If he enters a brightly lit
room clearly in view of a watchman, for example, he is detected
without a roll.
Survival (Perception)
The character is versed in building shelter, keeping warm,
building traps, foraging for food, and sustaining life in the wilds.
Untrained Survival: Characters untrained in Survival can
sustain life in harsh conditions for limited periods of time.
An untrained character can gain only nominal sustenance
or perform the most basic tasks and can find only enough to
sustain himself for a single day.
Survival Rolls: Characters with one or more ranks in Survival
can use the skill while away from the creature comforts afforded
by urban life in the Iron Kingdoms.
When a character needs to depend on his survival skills, make
a PER + Survival roll against a target number set by the Game
Master.

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Daniel Wohlschlegel (order #7617289)


Playing the Game
The rules for playing the Iron Kingdoms Unleashed Roleplaying
Game have been designed to be fast-paced and action-packed.
The core mechanics presented here in an abbreviated form are
simple, easy to learn, and fun!

Rolling a D3
Skill Resolution Some events call for rolling a d3. This term is short for
Rolls roll a d6, divide by 2, and round up. Quite a mouthful!
Heres how to read the results of a d3 roll quickly:
When a character attempts to perform an action that the Game
Master determines has a reasonable chance of failure, the 1 or 2 = 1
character must make a skill roll. To make a skill roll, roll 2d6 3 or 4 = 2
and add the result to the related stat for the level of the skill
being used. 5 or 6 = 3

Skill Roll = 2d6 + Stat + Skill Level


When you have the result of the roll, compare it to the target
number set by the Game Master. If the total is equal to or higher
than the target number, the skill action succeeds. If it is less A die roll can include multiple additional dice as long as each
than the target number, the skill attempt fails. additional die comes from a different rule or ability.
If the rules do not define a target number for an action a Some effects grant characters boosted attack or damage rolls.
character wishes to perform, the Game Master sets the target Add one extra die to a boosted roll. Boosting must be declared
number so that it reflects the actions difficulty. Very simple before rolling any dice for the roll. Each attack or damage roll
actions, in which there is little chance of failure, should succeed can be boosted only once, but a character can boost multiple
automatically. Actions with a moderate chance of failure should rolls during his turn. When an attack affects several characters,
have a target number of 1012; complex actions should have a the attack and damage rolls against each individual character
target number of 1315; and truly difficult actions with a likely must be boosted separately.
chance of failure should have a target number of 16 or more.
There is no roll for actions the Game Master deems impossible. Contested Rolls
Such actions certainly end in failure. If a character is attempting a task that another character directly
and actively opposes, both characters make contested rolls. For
Example: Ozs character uses his Detection skill to attempt to find a example, to resolve two characters arm wrestling, they would
hidden enemy. Detection is a Perception skill, and the character has a make contested rolls. One character picking the pocket of
PER of 4. His Detection skill level is 2. Therefore he adds 6 to the roll of
another is not a contested roll.
two dice. Oz rolls two six-sided dice and gets an 8. He adds 6 to that for a
total result of 14. The Game Master determined that the roll would have Contested rolls do not have target numbers. Instead, each
to be at least 13 to be successful, so the character successfully locates the character makes a skill roll. The character with the highest total
enemy hiding in the shadows. succeeds. If both characters have the same result, the roll is a
draw and neither succeeds.
A roll of all 1s on the dice is an automatic failure. A roll of all 6s
on the dice is an automatic success unless you are rolling only
one die. Some rolls also have critical effects that are triggered Combat
when a roll succeeds and any two dice used in the roll show the The action of the game takes place in the minds of the players
same number. and the Game Master until the start of combat, when play moves
If the rules do not explicitly state what stats and skills are used to the tabletop where player characters and their enemies are
for a particular action, the Game Master decides. represented by the provided miniatures. The Game Master
then explains the map to the players and places the miniatures
Additional Dice and Boosted Rolls representing the characters, their allies and enemies, and any
Sometimes a special ability or circumstance allows a character bystanders on the map.
to roll an additional die. This adds a die to the number of dice a
character would ordinarily roll. For example, when a character Placing Miniatures
makes a melee attack roll, he rolls 2d6 and adds his Prowess The following guidelines determine the location and positioning
(PRW) stat + his skill with the weapon and the weapons attack of miniatures.
modifier. If the character gains an additional die on this attack,
he would roll 3d6 and add his PRW + skill with the weapon and
the weapons attack modifier.

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IRON KINGDOMS Unleashed ADVENTURE Kit RULEBOOK

Facing a wild creature under the Game Masters control. It continues


The 180 arc in the direction a character miniatures shoulders to activate on its warlocks initiative, but it acts according to
face defines the characters front arc; the opposite 180 defines its instincts from that point on. (For more on warbeasts, see
his back arc. Warbeasts on p.2830.)

A characters front arc determines his perspective of the Effects Lasting One Round
battlefield. A character typically directs his actions, determines An effect that begins on a characters turn and lasts for one
line of sight, and makes attacks through this arc. Likewise, a round expires at the start of that characters next turn. If the
character is usually more vulnerable to attacks from his back character is destroyed, the effect lasts until the point when he
arc due to a lack of awareness in that direction. would have taken his next turn according to his initiative total.
Line of Sight Turn Structure
Many situations, such as charging and making attacks, require A characters turn has three phases: Maintenance, Control, and
a character to have line of sight to his intended target. Simply Activation.
put, a character having line of sight (LOS) means he can see
another character. Maintenance Phase
During the Maintenance Phase, perform the following steps in
The Game Master decides which characters have line of
order:
sight to each other. He begins each encounter by describing
the terrain and how it affects line of sight. Objects such as 1. The player checks for expiration of continuous effects on his
boulders or tall stone walls completely block line of sight, character (see Continuous Effects on p.21). After removing
while those such as a patch of dense forest affect line of sight all expired continuous effects, resolve the effects of those
more dynamically. (For more on terrain and line of sight, see that remain in play. Damage from multiple continuous
Terrain on p.2223.) effects is considered to happen all at once.

Measuring Distances on the Tabletop 2. Resolve any other effects that occur during the Maintenance
Phase.
Measurements on the tabletop are made in inches, with each
tabletop inch equating to six feet. Control Phase
During the Control Phase, perform the following steps in order:
The Game Round
The round is an abstraction of a very small amount of in-game 1. The player decides if he intends to upkeep spells. If he does
time. It gives the Game Master a reasonable way to determine the not spend the upkeep cost, the spell expires and its effects
outcome of multiple characters attempting different actions all at end immediately.
relatively the same time. 2. Resolve any other effects that occur during the Control Phase.
Once a battle starts, it is fought in a series of rounds. During each Activation Phase
round, every character has a turn, in initiative order (covered
During the Activation Phase a character can move and act.
next). The character whose turn it is, called the active character,
The type of actions a character can take might be limited by
must end his turn before the next character can begin his turn.
his choice of movement (covered next). A character can take
The players describe their characters actions, and the Game
his actions before or after moving but cannot interrupt his
Master describes the actions of non-player characters (NPCs).
movement to take an action.
Once all the characters involved in the combat have taken their
turns, the game round ends and a new one begins. Game rounds
continue until the player characters (PCs) defeat their enemies,
Movement
When moving a character, measure from where the front of the
escape the battle, or are defeated.
characters base is at the beginning of the movement to where
Determining Initiative the front of the base is at the end of movement.
At the start of a battle, each character rolls 2d6 and adds his A character generally cannot move over another characters base.
Initiative plus any applicable bonuses. Players roll initiative for A character can move through friendly characters, however,
their characters, and the Game Master rolls initiative for non- provided he can move completely past the friendly characters
player characters. base. Friendly characters step aside to let the character pass, but
Characters activate in the order of their initiative values, from enemies are not so accommodating.
highest to lowest, for the duration of the battle. Advancing refers to any movement a character intentionally
If two or more characters end up with the same initiative values, makes, rather than movement caused by effects such as being
they roll again to determine who goes first, second, and so on. pushed. A character can change his facing at any time during
his advance, but when he moves he must always move in the
Warbeasts and Initiative direction he is facing. Changing facing by rotating in place
A warbeast activates during its warlocks turn during the does not cost any movement, but a character who changes his
Activation Phase (see below). The warbeast can move and take its facing is considered to have moved. For instance, a character
action either before or after its warlock moves and takes his action. who changes his facing cannot aim that round because he has
If the warbeasts warlock is incapacitated or killed, it becomes technically moved.

16

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If the character charged at least 3,
his first attack was made with a
melee weapon, and the attack hits,
MEASURING MOVEMENT the damage roll is boosted. Attacks
AND CHANGING FACING with ranged weapons do not gain
boosted damage from charging. If a
charging character moved less than 3,
the damage roll for his first attack is
not boosted because he did not move
far or fast enough to add sufficient
momentum to his strike. His first
attack must still be made against the
charge target.
If a charging character ends his charge
movement without his charge target in
his melee range, then he has failed his
charge. If a character makes a failed
charge during his Activation Phase, his
2 turn immediately ends.

Unintentional
Movement
3 Characters can move without
advancing as a result of other effects,
such as being pushed (covered next).
Determine the distance a character
There are three basic types of movement a character can make moves in this way by measuring the distance traveled by the
during his turn: full advance, run, and charge. edge of the characters base in the direction of the movement.
Unless otherwise specified, a characters facing does not change
Full Advance when it moves unintentionally.
A character making a full advance moves up to his current
Speed (SPD) in inches. Pushed
Sometimes characters are pushed as a result of an attack,
Run ability, or spell. When a character is pushed, he is moved, but
A character who runs during his turn advances up to twice his he is not considered to have advanced. Because the character
current SPD in inches. A character who runs during his turn has not advanced, he cannot be targeted by free strikes. A
can take one quick action but cannot make attacks or take full pushed character moves at half rate through rough terrain,
actions that turn. A running character cannot use his quick suffers the effects of any hazards he moves through, and stops
action to cast a spell. A character who forfeits his actions during if he contacts an obstacle, an obstruction, or another character.
a turn cannot run that turn.
A pushed character falls off elevated terrain if he ends the push
Charge movement with less than 1 of ground under his base. See Falling
A charging character rushes into melee and takes advantage below for information on determining damage from a fall.
of his momentum to make a powerful strike. A character who
Falling
forfeits his actions during a turn cannot charge that turn.
A character who is pushed or otherwise moves off an elevated
At the time a character declares a charge, he must also declare surface to another surface at least six feet (1) lower falls. A
which enemy he is charging. A character cannot charge a falling character is knocked down and suffers a damage roll.
friendly character. The character must have line of sight to A fall of up to eighteen feet (3) causes a POW10 damage roll.
his charge target. The character then advances his SPD plus Add an additional die to the damage roll for every additional
3 toward his charge target, in a straight line. The charging increment of eighteen feet (3) the character falls, rounded up.
character stops if he contacts any obstruction, such as another
character or terrain he cannot move through. At the end of Fall Damage Roll = 2d6 + 10 + d6 for every eighteen
the charge movement, the charging character turns to face his feet (3) of the fall after thefirst
target directly.
Example: A character falling eighteen feet (3) suffers a damage roll of 2d6
A character who ends his charge movement with his charge + 10. One falling thirty feet (5) suffers a damage roll of 3d6 + 10, and one
target in his melee range has made a successful charge. His first falling forty-two feet (7) suffers a damage roll of 4d6+10!
attack after charging must be against his charge target.

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If a falling character contacts a character with an equal or Terrain physically solid enough to block an attack grants
smaller-sized base, the contacted character is knocked down solid cover. Examples include stone walls, giant boulders, and
and suffers the same damage roll as the falling character. massive trees. A character benefiting from solid cover gains
+4DEF against ranged and magic attack rolls. He also gains
Actions +2DEF against melee attacks if the terrain feature is between
A character can act before or after his movement. A character him and his attacker.
cannot interrupt his movement to act. DEF bonuses from cover, concealment, and going prone are
A character does not have to take his actions all at once not cumulative. A character can claim only the best bonus he
and can perform them in any order. For example, a Skilled is eligible to receive.
character could make a ranged attack, reload, move, and make
Going Prone
another attack.
A character can throw himself to the ground as a quick action
There are three basic types of actions: quick, attack, and full. to gain a DEF bonus from ranged and magic attacks until he
During his turn a character can do one of the following: stands up. A character cannot be knocked down while prone.
1. Perform two quick actions. While prone, the character gains +2DEF against ranged and
magic attacks, gains +4ARM against blast damage, and cannot
2. Attack and perform one quick action.
run or charge. When he makes a full advance he can move up to
3. Perform a full action. half his SPD in inches. Additionally, the character suffers 2 on
Some abilities and benefits allow a character to make additional his melee attacks against characters who are not also prone. A
attacks or perform additional quick actions, while others character who is not prone and targets a prone character with a
influence what a character can achieve with a quick action. melee attack gains +2 on his attack roll.

For instance, Longchops ammo bandolier allows him to draw a A prone character can stand up at the start of his turn if he
round of ammunition and load it into his rifle as part of the same forfeits his movement or his action that Activation Phase. A
quick action. Gullin Oakbreakers whelp, on the other hand, can grab character who forfeits his movement to stand can perform an
throwing axes for him and have them ready at a moments notice. action, but he cannot make attacks involving movement such
as a charge. A character who forfeits his action to stand cannot
A characters choice of movement during his turn might impact
perform quick or full actions, make attacks, or run that turn. He
which actions he can choose that turn.
can use his movement to make a full advance but cannot run or
Quick Actions charge that turn.
Quick actions are simple and fast tasks a character can perform
Full Actions
in addition to more complex actions, such as attacking. The
The use of some skills requires a characters full attention
quick actions a character can perform include:
during his turn. A character making a full action can move
Draw a weapon or item (including ammunition) but cannot also perform a quick action or make an attack. For
Stow a weapon or item example, reloading a crossbow, a long and involved process, is
a full action.
Reload a ranged weapon
Cast a spell
Attacks
A character who attacks during his turn can make one melee
Use a skill or ability that requires a quick action or ranged attack. Some abilities, benefits, and special rules
Take cover or go prone allow a character to make additional melee or ranged attacks.
Remember that spells, including magic attacks, are cast as
Other fast, simple action at the Game Masters discretion
quick actions.
Taking Cover A character who can make more than one melee or ranged
A character can spend a quick action to take cover while within attack during his turn can divide them among any eligible
six feet (1) of a terrain feature that can either obscure his body targets. Completely resolve each attack before making another.
or provide a solid barrier of protection. For one round, the
character gains a DEF bonus from attacks made by characters Attacking
on the other side of the terrain feature. To consistently gain When a character attacks, his player makes a skill roll to
a bonus for taking cover, a character must perform the quick determine if the attack hits the target. If it does, the player
action during each of his turns. The DEF bonus is determined makes a damage roll to determine how much damage, if any,
by the nature of the terrain the character uses for cover. the attack deals. There are three main types of attacks: melee,
Terrain not dense enough to block an attack but that makes ranged, and magic.
the character harder to see, such as low hedges or bushes,
Declaring a Target
grants concealment. A character taking cover behind or within
When a character attacks, he can target anything or anyone in
concealing terrain gains +2DEF against ranged and magic
his line of sight.
attack rolls.

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Measuring Range Engaged
After declaring the attack, measure to see if the target is within When a character has an enemy in his melee range and line of
range (melee range for melee attacks, the weapons RNG for a sight, he is engaging that character. When a character is engaged
ranged attack, or the spells RNG for a magic attack). Measure the or engaging, he is in melee.
maximum range from the edge of the attacking characters base.
If the nearest edge of the target is within that distance, it is in
Free Strikes
range. See Ranged Attacks below for additional information. When an engaged character moves out of an enemys melee
range and/or line of sight, the enemy can immediately make
Attack Rolls a free strike against it just before the engaged character leaves
To make an attack roll, roll 2d6 and add the characters his melee range and/or line of sight. The enemy character
appropriate stat and skill for the weapon used in the attack. makes one normal melee attack with any melee weapon that
Special rules can change the number of dice in the attack roll or has sufficient melee range to reach the moving character and
directly modify the final result. gains a +2 bonus on his melee attack roll. If the attack hits, the
damage roll is boosted. Free strikes cannot benefit from back
Melee attack rolls use a characters Prowess (PRW) +
strike bonuses.
appropriate military skill + weapon attack modifier. This is
the characters melee attack score with that weapon, which is Ranged Attacks
abbreviated as MAT on the character sheet. A character can make ranged attacks against any target in his
weapons range that is in his line of sight. A character making
MELEE WEAPONS
more than one ranged attack can divide his attacks among any
Great Axe eligible targets. A character in melee can make ranged attacks
Name 6 11 only against targets he is engaging.
On a critical hit gain additional MAT P+S
damage die Targeting a Character in Melee
Notes A character targeting an enemy in melee combat with a ranged
or a magic attack risks hitting another character in the combat,
Most ranged attack rolls use a characters Poise (POI) + military including friendly characters. Add a 4 penalty to the ranged
skill + weapon attack modifier. This is the characters ranged attack roll against a target in melee. If the attack misses its
attack score with that weapon, which is abbreviated as RAT intended target and the target was in range, there is a chance it
on the character sheet. The exception to this rule is thrown will hit another character engaged in the melee. The attacker must
weapon attack rolls, which use the same stats as melee attacks: immediately reroll his attack against another character engaged
Prowess (PRW) + military skill + weapon attack modifier. in that combat. If there are multiple valid targets in the combat,
randomly determine one of them to roll against. If this second roll
RANGED WEAPONS fails to hit the new target, the attack misses the target completely.
6 6 3
Throwing Axe RNG RAT POW Targeting a Character with Stealth
Name
Thrown Add STR to
A ranged attack made against a character with stealth
the POW of this weapon 5 automatically misses if the origin of the attack is made from
Notes AMMO more than thirty feet (5) away.

Area-of-Effect (AOE) Attacks


Magic attack rolls use a characters Arcane (ARC) stat.
An AOE attack follows all normal targeting rules. A successful
The target is hit by an attack if the attack roll equals or exceeds attack roll indicates a hit on the target, which suffers a damage
his Defense (DEF). Otherwise the attack misses. roll of 2d6 + the attacks POW. Center the AOE template over
Knocked Down the center of the hit targets base. Download AOE templates at:
www.privateerpress.com/iron-kingdoms.
While knocked down, a character has his base DEF reduced to 5
and melee attacks against him hit automatically. Every other character with any part of his base covered by the
AOE template is hit by the attack and suffers a blast damage
Back Strike roll of 2d6 + POW of the attack. Make separate damage rolls
A back strike is an attack made by a character completely in against each character in the AOE; each roll must be boosted
his targets back arc. He must have been in the targets back arc individually.
for his entire Activation Phase up to the moment of the attack.
Prone characters gain +4ARM against blast damage.
A back strike grants a +2 bonus on the attack roll of any melee,
ranged, or magic attack. An AOE attack that misses its target deviates d6 in a random
direction. If the target is within range, the point of impact
Melee Attacks deviates from the center of its base. If the target is out of range,
A melee weapon has a melee range extending 0.5 beyond the the attack automatically misses, and its point of impact deviates
characters front arc for any type of melee attack. A weapon from the point on the line from the attacker to its declared target
with Reach has a melee range of2. at a distance equal to its RNG.

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IRON KINGDOMS Unleashed ADVENTURE Kit RULEBOOK

Magic Attacks Crippled Aspects


A character can make magic attacks against any target in his As long as all a characters vitality points are filled in on a
spells range that is in his line of sight. Magic attacks are similar particular aspect, he suffers the following effects:
to ranged attacks but are not affected by rules that affect only Crippled Physique: 2 STR
ranged attacks. A magic attack roll does not suffer the target
in melee attack roll penalty when the attacker is engaged in Crippled Agility: 2 to attack rolls
melee with the target. (For more on magic, see Magic of the Crippled Intellect: 2 DEF and cannot upkeep spells
Wilds, p.24.)
Vitality
Damage Instead of life spirals, less important antagonists simply have an
The damage inflicted by an attack or other damage-causing amount of damage points they can suffer before being disabled.
effect is determined by making a damage roll. In the case of When they suffer damage equal to their total vitality, they
ranged, magic, and most other damaging effects, roll 2d6 and are disabled. At the Game Masters discretion, less important
add the Power (POW) of the attack. In the case of melee attacks, antagonists are simply destroyed.
roll 2d6 and add the POW + STR of the attacking character. A
boosted damage roll adds an additional die to this roll. Special
Disabled and Grievously Injured
The rules for injuries presented here are much simpler than those
rules for certain circumstances might modify the damage roll
in Iron Kingdoms Unleashed. In an ongoing campaign there are
as well.
additional possible penalties for a character who loses his last
Compare this total against the ARM of the character suffering vitality point, such as losing a limb or gaining disfiguring scars.
the damage. That character takes 1 damage point for every
In the included adventure, a character is disabled when all his
point that the damage roll exceeds his ARM.
vitality points are marked. Some effects cause a character to
A weapon or attack with POW does not cause damage, cease being disabled, either directly or by regaining a vitality
though it typically causes some other effect. point, such as from a successful Tough roll.
After resolving any effects triggered by being disabled, if the
character is still disabled he is considered grievously injured and
cannot take part in the rest of the encounter.

Stabilizing Grievously Injured


Living Characters Characters
Unless stated otherwise, characters are considered to be Some injuries are so significant they require immediate medical
living. Undead characters and constructs are not living attention to save the injured characters life. A grievously injured
characters. character must be stabilized after the encounter or he dies. To do
this, the treating character makes an INT + Medicine skill roll
against a target number of 14. If the roll succeeds, the injured
character is stabilized. If the roll fails, the injured character dies.

Recovery and Regaining Vitality


Life Spirals When a character regains vitality, he removes the appropriate
Characters have life spirals amount of damage from anywhere on his life spiral. Remember,
consisting of six branches grouped if a character regains vitality damage while disabled, he is no
into three aspects that correspond longer disabled.
with their primary stats: Physique, After a short rest following an encounter, a character automatically
Agility, and Intellect. Each branch regains vitality points equal to his PHY stat.
has some number of vitality points
that indicate its health in that area. Special Effects
When a character suffers damage, Some attacks cause special effects in addition to causing damage,
roll a d6 to determine which and some spells and actions can put special effects into play.
branch of his life spiral takes the
damage. Starting with the outermost unmarked vitality point
Cloud Effects
in that branch and working inward, mark one vitality point per A cloud effect produces an area of dense smoke, magical
damage point taken. Once a branch is full, continue recording darkness, thick mists, or the like that remains in play for a
damage in the next branch clockwise that contains an unmarked specified length of time. Use an AOE template of the appropriate
vitality point. Continue filling branches as required until every size to represent the cloud. Every character with any part of its
damage point suffered has been recorded. base covered by the clouds template is within the cloud and
susceptible to its effects.

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In addition, a character with any part of his base inside a cloud A character who forfeits his actions to stand cannot take quick or
effect gains concealment (see Taking Cover, p.18). The cloud full actions or make attacks. He can use his movement to make a
effect does not block line of sight from characters within it to full advance but not to run or charge that turn.
those outside it, but it completely obstructs line of sight from
A character can go prone at the start of his turn without forfeiting
characters outside it to anything beyond it. In other words, a
either his movement or his actions.
character can see into or out of a cloud effect but not through one.
Knockout
Continuous Effects
When a character is knocked out, he is knocked down and
Continuous effects remain on a character and have the potential
his upkeep spells expire. A knocked out character is knocked
to damage or affect him in some other way on subsequent turns.
down even if he has an ability that says he cannot otherwise
A character can have multiple continuous effects on him as long
be knocked down.
as each is a different type.
While knocked out, a character cannot take actions, make
Continuous effects have a chance to expire each round. At the start
attacks, or move.
of the affected characters Maintenance Phase, roll a d6 to check
each continuous effect. If the result is a 1 or 2, the continuous At the start of each of his turns, a knocked out character can make
effect immediately expires. On a 3, 4, 5, or 6 it remains in play. a PHY roll against a target number 12 to regain consciousness. If
Determine the status of all the continuous effects affecting a he fails, he remains knocked out. If he succeeds, he is no longer
character first, then simultaneously apply the effects of all the knocked out and can act normally that turn, though he is still
ones that remain on him. knocked down.

Two common continuous effects are Corrosion and Fire. Only living characters can be knocked out.

Corrosion The character is slowly eroded as if by acid or Stationary


another noxious substance. Corrosion does d3 damage points A stationary character cannot activate. A stationary character
each turn to the affected character at the start of each of does not have a melee range. A stationary character does not
his Maintenance Phases unless it expires. Characters with engage other characters nor can other characters engage him.
Immunity: Corrosion never suffer this continuous effect. A character is never in melee with a stationary character. A
Fire The character is on fire. He suffers a POW 12 fire stationary character cannot advance, perform actions, make
damage roll at the start of each of his Maintenance Phases attacks, or cast spells.
until the effect expires. Characters with Immunity: Fire never A melee attack roll against a stationary character automatically
suffer this continuous effect. hits. A stationary character has a base DEF of 5.
Critical Hit Stealth
A critical hit occurs if the attack hits and two of the rolled dice A character with stealth is extremely difficult to spot and target.
show the same number. As a result of a critical hit, some attacks Non-spray ranged and magic attacks declared against a character
cause critical effects in addition to damage. The target suffers with stealth when the point of origin for the attack is more than
the critical effect even if it takes no damage from the damage roll. thirty feet (5) away automatically miss.
Knockdown Damage Types and Immunities
Some attacks and special rules cause a character to be knocked Some weapons and spells inflict a specific damage type that
down. This effect is not cumulative; once a character is knocked might affect some characters differently than others. When a
down, he must stand or go prone before he can be knocked down damage type is referenced, it is described as an X damage roll.
again. A knocked down character who stands up or goes prone is For example, a spell that causes electrical damage is described as
no longer knocked down. an electrical damage roll.
While knocked down, a character cannot move, perform actions, A character with Immunity to a certain damage type does
make attacks, or cast spells and does not have a melee range. A not suffer damage from that type. An immunity is a special
knocked down character does not engage other characters and protection, and a character never suffers damage from a damage
cannot be engaged by them. As a consequence, a character is type to which he is immune.
never in melee with a knocked down character. A melee attack
roll against a knocked down character automatically hits. A
knocked down character has a base DEF of 5. He does not block
Feat Points
line of sight and can be ignored for targeting purposes. Feat points represent a characters luck and raw heroic
potential. They can enable him to reroll failed skill rolls, shake
A knocked down character can stand up or go prone at the start
the effects of knockdown or continuous effects, or use a number
of his next turn. To stand up, a character must forfeit either his
of special archetype benefits. Feat points are gained and spent
movement or his actions that turn.
regularly throughout play. Generally, only player characters
A character who forfeits his movement to stand can still and significant NPCs gain feat points.
perform actions that turn, but he cannot make attacks involving
A character starts each session with 3 feat points and can never
movement, such as charging.
have more than that.

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Heroic Dodge A character can spend a feat point to suffer


Gaining Feat Points only half the damage from an attack, rounded up. The feat
There are several ways a character can gain feat points.
point is spent after the damage roll has been made.
Incapacitating or destroying an enemy with an attack: A
Make a Quick Action A character can spend a feat point
character gains 1 feat point for each enemy he incapacitates
during his Activation Phase to take an additional quick action.
or destroys with an attack. In the case of a particularly
powerful enemy, the Game Master can award more than Parry A character can spend a feat point during his turn to
1 feat point to a character or award 1 feat point to each avoid being targeted by free strikes that turn.
character who helped defeat the enemy. Likewise, a Game Relentless Charge A character can spend a feat point during
Master can choose not to award any feat points if the enemy a turn in which he charges to allow him to charge over rough
destroyed was particularly weak or helpless. terrain without penalty.
Critical success on a skill or attack roll: A character who Reroll Failed Attack, Skill, or Willpower Roll A character
rolls a critical hit on a skill or attack roll gains 1 feat point. can spend a feat point to reroll a failed attack, skill, or Willpower
Game Master award: The Game Master can award feat roll. A character can continue to reroll the same failed roll as
points to characters for achieving milestones in play or long as he has feat points to spend.
as a reward for particularly inventive or heroic actions or Run and Gun When a character makes a full advance during
excellent roleplaying. his turn, he can spend a feat point to move up to twice his SPD
A character can never have more than 3 feat points. If a character in inches instead of his SPD as normal.
already has 3 feat points and gains another, the additional feat Shake Continuous Effect A character can spend a feat point
point is lost. at the start of his turn to shake a continuous effect, which
immediately expires.
Shake Knockdown A character can spend a feat point at
the start of his turn to shake knockdown and immediately
stand up.
Awarding Feat Points Shake Stationary A stationary character can spend a feat point
The awarding of feat points is completely at the at the start of his turn to cause the stationary status to expire.
discretion of the Game Master; the rules here are Sprint A character can spend a feat point during a turn
merely guidelines. That said, the Game Master should in which he incapacitated or destroyed one or more enemy
not award feat points to characters who are attempting characters with a melee attack. At the end of his turn, he can
to game the system, such as by making repeated and make a full advance.
unnecessary Lore skill rolls for the express purpose of
picking up extra feat points. Two-Fister A character with a weapon in each hand can
spend a feat point during his turn to attack once with a weapon
It is worth keeping in mind that these points are in each of his hands without an attack roll penalty.
expected to be regularly earned and spent throughout
play and that they are a resource characters need to fuel Walk It Off A character can spend a feat point during his
their abilities. Being too stingy with feat points has a turn to immediately regain d3 + 1 vitality points. If a character
stifling effect on the game. suffers damage during his turn, the damage must be resolved
before he can use this feat. An incapacitated character cannot
use Walk It Off.

Terrain
An endless variety of terrain is found in western Immoren, from
Feats simple terrain such as hilly grasslands to more challenging
Feat points can be spent to accomplish a number of feats. Any
terrain such as jagged rockslides and snowy cliffs. In the game,
character can take advantage of common feats listed below, and
terrain breaks down into three categories: open, rough, and
there are also a number of abilities and archetype benefits that
difficult.
require a feat point to use.
A character can spend as many feat points during his turn as he Open Terrain
wishes and has available. Open terrain is any ground that does not present challenges
to traverse. Characters move at their full movement rate
Any character can spend a feat point to use one of the following
when traveling through open terrain and can perform actions
feats:
normally. Examples include grassy plains, barren fields,
Boost Non-Attack Skill Roll A character can spend a feat flat rooftops, dirt roads, gently sloped hillsides, city streets,
point to boost a non-attack skill roll if he has at least one elevated walkways, sparse forests with little ground cover, and
level of the skill used. paved surfaces.

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Rough Terrain Linear Obstacles
Rough terrain is any ground that presents enough of a An obstacle less than three feet (.5) thick, such as a wall or
challenge to slow characters down. As long as any part of his hedge, is a linear obstacle. A non-charging advancing character
base is in rough terrain, a character moves at half rate. Though can cross a linear obstacle at no penalty as long as the character
a characters movement is slowed in rough terrain, he can still can move completely past it. Otherwise the character must stop
perform actions normally. Rough terrain can take many forms, short of the linear obstacle. A character cannot partially cross,
and it is up to the Game Master to determine when terrain is climb atop, or stand atop a linear obstacle.
rough. Some examples include thick brush, jagged rockslides,
murky bogs, rain-slicked muddy hills, shallow water, and Obstructions
deep snow. An obstruction is a terrain feature taller than waist height, such
as a high wall or a gigantic boulder. A character cannot move
Difficult Terrain through or climb an obstruction. Like an obstacle, obstructions
Difficult terrain is so demanding that a character can do can provide cover (p.18) from attacks.
nothing else while traversing it. Characters do not use their
normal movement to travel through difficult terrain. Instead Forests
they must use their skills, equipment, and teamwork. Examples A typical forest has many trees and dense underbrush, but any
of difficult terrain include cliff faces, oceans, vertical walls, and terrain feature that hinders movement and makes a character
lava. The Game Master determines when terrain is difficult inside it difficult to see can also be designated a forest. A forest
and what skills can be used to pass through it as well as which is rough terrain and provides concealment to a character with
actions the characters can still perform while engaged in any part of its base inside the forests perimeter.
crossing it. When drawing line of sight to or from a point within a forest,
the line of sight can pass through up to eighteen feet (3) of
Terrain Features forest without being blocked, but anything more blocks it.
Terrain features can be either natural or man-made objects
that affect how characters move and fight across the ground Water
they traverse. Terrain features are virtually limitless in their Depending on its nature, water can be hazardous. Water is
variety, and they vary in how they affect movement, the type of classified either as shallow or deep relative to the character
protection they afford, and any adverse effects they cause. The crossing it. What would be considered shallow water to a
Game Master decides what qualifies as a terrain feature and massive Tharn would be deep water to a diminutive pyg.
how it impacts character movement and combat. Characters with the Amphibious ability, such as gatormen and
bog trogs, are not negatively affected by water and treat it as
Obstacles open terrain.
An obstacle is any terrain feature of waist height that
the Game Master determines is durable enough to afford Shallow Water
protection. Characters can use obstacles as cover (p.18) from A body of water is considered shallow water when it has a
incoming attacks. depth of at least knee height. Shallow water is not deep enough
Obstacles are low enough that they can be climbed upon or, to swim in and counts as rough terrain for movement.
in some cases, easily crossed. An obstacle must be at least Deep Water
three feet (.5) thick, such as a raised platform or the sides of a
A body of water is considered deep water if it has a depth of at
ziggurat, in order for a character to climb atop and stand on it.
least waist height.
An advancing character suffers a movement penalty when he
A character cannot begin a charge or run while in deep water.
climbs atop an obstacle. Once the character has contacted the
Characters in water deeper than shoulder height must make
obstacle, he needs to spend 2 of his movement to climb up.
Swim rolls to move. Characters attempting to move without
A character cannot climb an obstacle if he does not have at
swimming do so at a quarter of their normal movement rate.
least 2 of movement remaining. Place a character who climbs
Non-amphibious characters in deep water suffer a 4 penalty
an obstacle on top of it with the front of the characters base
on attack and skill rolls.
making only 1 of forward progress. Once atop an obstacle, the
character can continue with the remainder of his movement.
Remember that a charging character cannot pay this movement
penalty, cannot climb an obstacle, and ends his movement upon
contact with the obstacle.
A moving character can descend an obstacle without penalty.

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IRON KINGDOMS Unleashed ADVENTURE Kit RULEBOOK

Magic of the Wilds


At its most fundamental level, magic is a supernatural energy reading them. The most important aspect is the mental
and medium some rare few can manipulate to create drastic formulation by which the will is invested in the visualized
and otherwise impossible changes. The manipulation of image of the runes, but complex formulae are difficult to
magic affects the fabric of reality itself, and those who can maintain perfectly in the mind without assistance. To create
wield this power are both uniquely valuable to their allies mnemonic associations, most arcane practitioners utilize a
and exceptionally dangerous to their enemies. Evoking magic variety of techniques, which can include chanting of rote
takes the stable natural laws governing the world and bends, phrases, performing sequences of gestures, and referring
changes, or breaks them outright. to complex written passages and diagrams. Many of these
techniques are not strictly necessary to complete a spell,
The most basic and primal magic involves directing flows of raw
but arcanists find it easiest to perform magic by keeping to
energy by sheer force of will and nerve. In even its simplest form,
techniques they have repeatedly practiced, thereby entering
magic can evoke blazing conflagrations, manifest lightning
into a meditative state.
storms, mimic winters freezing grasp, or hurl adversaries away
with deadly force. Some individuals are capable of tremendous As a will weaver works his magic, he generates fatigue points.
feats of magic by instinct alone, requiring no lengthy training Fatigue represents the mental toll of bending arcane forces to
or years of practice. Others struggle for a lifetime to master the spellcasters will. A will weaver who operates within the
the smallest trickle of this power and force it to obey them. limits of his capabilities runs little risk of overexerting himself,
Differences in power are often a matter of natural-born talent, but one who pushes himself to the limit risks exhaustion,
ambition, and hard-won experience. becoming unable to cast spells until he takes a respite.
A will weaver can call upon his magic to cast and upkeep spells
Arcane Traditions and to boost magical attack and magical damage rolls. As he
All spellcasters belong to an arcane tradition that determines does so, the will weaver generates fatigue points. Provided the
how their magic works in play. This book explores two of these will weaver does not exceed his ARC in fatigue points, nothing
traditions: will weavers and harnessers. untoward happens. If the character exceeds his ARC in fatigue
Most sorcerers and shamans are will weavers, who rely on points, he must make a fatigue roll to determine if he becomes
their own physical stamina and the force of their mental will exhausted. A will weaver cannot exceed double his ARC in fatigue
to summon and direct arcane energy. This process can be points as a result of casting, upkeeping, or boosting spells.
incredibly taxing to the shamans body and mind but allows for
Gaining Fatigue Points
the subtle weaving of intricate formulae. For these practitioners,
siphoning mystical energy from its source is a taxing but A will weaver gains fatigue points to:
rewarding process, requiring concentration and fortitude. The Upkeep a Spell A will weaver gains 1 fatigue point for
greater the magical power called upon by the will weaver, the each spell he upkeeps during each Control Phase. If he
greater the risk as he pushes himself to exhaustion. upkeeps the spell, its effects are maintained.
Harnessers are warlocks who draw on the power of primal Cast a Spell When a will weaver casts a spell, he gains a
fury generated by warbeasts, specially trained or conditioned number of fatigue points equal to the COST of the spell.
animals bonded to the warlock. A harnesser forces his warbeasts
Boost a Magic Attack or Magic Damage Roll Each time
to fight beyond their normal capabilities to build up a reserve of
a will weaver boosts a magic attack or magic damage roll,
fury he can siphon off to power his spells.
he gains 1 fatigue point. Boosting must be declared before
rolling any dice for the roll. Remember, a single roll can
Determining Your be boosted only once, but a will weaver can boost as many
Characters Tradition different rolls as he can afford.
A characters arcane tradition determines the rules he uses Increase the Range of a Spell A will weaver can gain 1
when spellcasting. All characters with the Gifted archetype fatigue point to increase the RNG of a non-spray spell by
begin the game with an arcane tradition. Once determined, a thirty feet (5). Each spell cast can have its RNG extended
characters arcane tradition does not change. only once as a result of gaining fatigue.
Unless your character begins the game with the Warlock career, Removing Fatigue Points
his tradition is will weaver. Characters with the Warlock career
Will weavers remove a number of fatigue points equal to their
have the harnesser tradition.
ARC during each Maintenance Phase.

Will Weavers Fatigue Rolls and Exhaustion


Will weavers rely on their force of will to summon and harness If his fatigue points exceed his ARC, a will weaver must make
arcane energy. They do this by utilizing arcane formulae, a fatigue roll immediately after resolving each spell he casts.
often through some combination of thinking, reciting, and To make a fatigue roll, roll 2d6. If the total is equal to or higher

24

Daniel Wohlschlegel (order #7617289)


than the number of fatigue points the will weaver currently Reaving
has, nothing happens. If the total is less than the number of Harnessers are able to capture the life essence of their warbeasts
fatigue points the character has, he becomes exhausted. as they are destroyed. When a warbeast in the harnessers
When a character becomes exhausted, his turn immediately battlegroup is incapacitated while in his control area, the
ends, and he cannot cast spells during the next round. harnesser can reave the fury points on the warbeast. Remove
the warbeasts fury points and place them on the harnesser.
Harnessers The harnesser cannot reave fury points from a warbeast that
Harnessers are capable of dominating the minds of wild was destroyed by a friendly attack or as a result of transferring
beasts and drawing primal power from their ferocity. These damage to the warbeast (see below).
creatures, bonded to the will of the harnesser, are known A warlocks total number of fury points cannot exceed his
as warbeasts. Harnessers can be found among the trollkin, Arcane stat as a result of reaving. Excess fury points gained
gatormen, farrow, the blackclads of the Circle Orboros, and from reaving are lost.
sometimes the other wild people of Immoren. Only harnessers
Fury points that are not reaved from an incapacitated warbeast
can be warlocks.
are lost.
Each harnesser has a particular resonance that determines the
kinds of warbeasts he can control. Resonance often takes the Spending Fury Points
form of either a blood connection or a powerful affinity for a A harnesser can spend fury points to:
certain type of creature. Trollkin, for instance, can dominate Upkeep Spells A harnesser must spend 1 fury point for
only full-blood trolls and dire trolls. Circle warlocks share a each spell he upkeeps during each Control Phase. If he
connection with the constructs they create and the predatory upkeeps the spell, its effects are maintained.
offspring of the Devourer Wurm. Farrow connect with razor
boars and the porcine aberrations that sometimes manifest Cast a Spell When a harnesser casts a spell, he must spend
among their kind. Gatormen share an affinity with the a number of fury points equal to the COST of the spell.
amphibious creatures of the swamps they inhabit. Boost Attack and Damage Rolls A harnesser can spend
By a concentrated exertion of mental effort, the harnesser can fury points to boost magic attack and magic damage rolls.
create a lasting bond with a warbeast he shares a resonance Each time a harnesser boosts an attack or damage roll, he
with. Once bound, the warbeast becomes an extension of the must spend 1 fury point. Boosting must be declared before
harnessers will and a font for his arcane power. The warbeasts rolling any dice for the roll. Remember, a single roll can be
bonded to a warlock are part of his battlegroup. boosted only once, but a focuser can boost as many different
rolls as he can afford.
A harnessers arcane energy takes the form of fury points
that he draws from his warbeasts. Warbeasts accumulate fury Make an Additional Attack A harnesser can spend fury
points as a result of being forced (see below) to perform actions points to make additional melee or ranged attack during his
by the warlock. A warlock gains fury points by leaching them turn. The harnesser can make one additional attack for each
from his warbeasts. A warlock can spend fury points to cast fury point he spends.
and upkeep spells, make additional attacks, or boost attack and Heal Anytime during the Activation Phase of his turn,
damage rolls. a harnesser can spend fury points to heal himself or a
warbeast in his battlegroup and in his control area. For
Forcing a Warbeast
each fury point spent in this way, the harnesser or warbeast
A harnesser is able to force his warbeast to empower it to take regains 1 vitality point.
actions it would otherwise be incapable of. A warlock can force
his warbeasts only while they are in his control area (see Fury Transfer When a harnesser would suffer damage, he can
and Forcing, p.29). immediately spend a fury point to transfer the damage to
a warbeast in his battlegroup that is in his control area.
Leaching The warbeast suffers the damage instead of the harnesser.
At the start of his Control Phase, before spending fury to upkeep Determine where to mark the damage normally. Transferred
spells or making threshold checks for his warbeasts, a warlock damage is not limited by the warbeasts unmarked damage
can remove fury points from warbeasts in his battlegroup that circles, and any damage exceeding the warbeasts unmarked
are in his control area. Fury points leached from a warbeast are damage circles is applied to the harnesser and cannot be
removed from it and placed on the warlock. transferred again. A harnesser cannot transfer damage to
The warlock can also leach fury points from his own life force a warbeast that has a number of fury points equal to its
during his Control Phase. For each fury point the warlock FURY stat. The harnesser is still considered to have suffered
leaches in this way, he suffers 1 damage point. This damage damage even if the damage is transferred. Characters
cannot be transferred. Roll a separate location for each damage unable to suffer transferred damage cannot have damage
point suffered as a result of leaching. transferred to them.

A warlocks total number of fury points cannot exceed his Unless otherwise stated, a character can spend fury points only
Arcane stat as a result of leaching. during his turn.

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IRON KINGDOMS Unleashed ADVENTURE Kit RULEBOOK

Removing Fury Points


At the start of each of the harnessers Maintenance Phases,
Spell Statistics
remove the fury points from the harnesser that are in excess of A spell is defined by the following six statistics:
his Arcane stat. COST The cost of the spell.
Anytime during the Activation Phase of his turn, a harnesser can RNG (Range) The maximum distance in inches from the
discard any number of fury points from himself. A harnesser can spells caster to its target. A RNG of SELF indicates the spell
discard fury points even if he runs during his turn. can be cast only on the character casting it. A RNG of CTRL
indicates the spell uses the spellcasters control area as its range.
Blood Magic AOE (Area of Effect) The diameter in inches of the template
Blood magic is a type of spell that is channeled through a
spellcasters melee weapon. These spells are cast on the weapon an AOE spell uses for its effects. A spell with an AOE of CTRL
before the spellcaster makes an attack with it, thus charging it is centered on the spellcaster and affects characters in his
with arcane energy. control area.

Blood magic spells must be cast the turn they take effect and
affect only the characters next attack with a charged weapon.
If the character casts a blood magic spell and does not make
an attack, the spell expires at the end of his turn. Unlike other
spells, casting a blood magic spell does not require a quick Range Reminder
action, and any number of blood magic spells can be cast on Remember that a single inch on the tabletop is the
a single attack. Although the blood magician can empower a equivalent of six feet.
single attack with multiple spells, he can empower each attack
with the same spell only once.
A target directly hit by an attack with a blood magic spell cast
on the weapon suffers the effects of the melee attack along with
any spell effects. POW (Power) The base amount of damage a spell inflicts. The
POW forms the basis of the spells damage roll. A spell with
Control Area POW does not cause a damage roll.

Gifted characters, both will weavers and harnessers, have UP (Upkeep) (Yes/No) Indicates whether the spell can be
control areas. A control area is a circular area centered on the maintained. A spellcaster can upkeep only one offensive and
character with a radius that extends out from the edge of his one defensive spell at a time, and can upkeep spells outside of
base equal to his ARC twelve feet (or twice his Arcane stat his control area to a distance of his ARC stat 10 in inches.
in tabletop inches). A character is always considered to be in OFF (Offensive) (Yes/No) Indicates whether the spell is
his own control area. When a special rule changes a characters offensive. An offensive spell requires a successful magic attack
ARC stat, his control area changes accordingly. Some spells roll to hit its target. If the attack roll fails, the attack misses and,
use the control area, noted as CTRL, as their range or area unless it is an AOE spell, has no effect.
of effect.
If a stat is listed as * the spell does not use the stat in a
normal way and contains special rules relating to that aspect
of the spell.

Example: A spell that has an AOE but does not use one of the standard
3, 4, or 5 templates would have * as its AOE stat and include rules
Warbeasts and explaining how its AOE is measured.
Control Area
Spell Lists
A warbeast must be in its controlling warlocks control The following are an abbreviated selection of spells available
area to be forced or to channel spells. to the pregenerated characters in the adventure kit. New spells
can be learned through character advancement. A character can
only learn spells available to his careers.
A character can know a maximum number of spells equal to
twice his INT.

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COST RNG AOE POW UP OFF
Bloodweaver Spells Blood Magic: Accurate Strike 1 SELF No No
Bloodweavers can learn the following spells: The spellcasters next charged weapon melee attack roll this
turn is boosted.
Blood Magic: Accurate Strike, Blood Magic:
COST 1
Black Poison, Blood Magic: Brutal Strike
Blood Magic: Bleeder 2 SELF No No
Blood Magic: Bleeder, Blood Magic: If the spellcasters next charged weapon melee attack damages a
Blood Burst, Blood Magic: Dispel, living character, the spellcaster regains d3 vitality points.
COST 2 Blood Magic: Hobbler, Blood Magic:
Invigoration, Blood Magic: Weakness, Blood Magic: Blood Burst 2 Self * No No
Marked for Death If the spellcasters next charged weapon melee attack destroys a
Blood Magic: Brain Damage, living character, before removing the destroyed character from
COST 3
Blood Magic: Grievous Strike the table center a 5 AOE on it. Enemies within the AOE suffer
an unboostable blast damage roll with a POW equal to the STR
Bone Grinder Spells of the destroyed character.
Bone Grinders can learn the following spells:.
Blood Magic: Brain Damage 3 SELF No No
COST 1 Arcane Strike A living character damaged by the spellcasters next charged
Arcane Bolt, Arcane Bonds, Bad Blood, weapon melee attack cannot cast spells, upkeep spells, or use
COST 2 an animus for one round.
Banishing Ward, Marked for Death
COST 3 Flesh Eater, Hex Blast, Parasite, Rift
Blood Magic: Brutal Strike 1 SELF No No
The spellcasters next charged weapon melee attack gains an
Mist Speaker Spells additional damage die.
Mist Speakers can learn the following spells:

COST 1 Cold Blooded Blood Magic: Dispel 2 SELF No No


If the spellcaster hits a target with his next charged weapon
Boundless Charge, Cloak of Fear, Devils
melee attack this turn, upkeep spells and animi on the target
COST 2 Tongue, Hand of Fate, Phantasm,
hit immediately expire.
Quagmire
Dark Water, Fog of War, Inhospitable Blood Magic: Grievous Strike 3 SELF No No
COST 3
Ground, Occultation A living character damaged by the spellcasters next charged
weapon melee attack this turn loses Tough, cannot heal or be
Spell Descriptions healed, and cannot transfer damage for one round.
COST RNG AOE POW UP OFF
Arcane Bolt 2 12 11 No Yes Blood Magic: Hobbler 2 SELF No No
Magical bolts of energy streak toward the target. A living character damaged by the spellcasters next charged
weapon melee attack this turn suffers 2DEF and cannot run or
charge for one round.
Arcane Bonds 2 10 10 No Yes
A character damaged by Arcane Bonds cannot run or charge
for one round. Blood Magic: Invigoration 2 SELF No No
If the spellcasters next charged weapon melee attack this
turn destroys a living character, the spellcaster can advance
Arcane Strike 1 8 8 No Yes
up to eighteen feet (3) immediately after the attack has been
An arcane force blasts toward the target.
completely resolved.

Bad Blood 2 10 Yes Yes


Blood Magic: Weakness 2 SELF No No
A warlock leaching from target warbeast suffers 1 damage
A living character damaged by the spellcasters next charged
point for each fury point leached. The affected warbeast cannot
weapon melee attack this turn suffers 3STR for one round.
regain vitality or have damage transferred to it.

Boundless Charge 2 6 No No
Banishing Ward 2 6 Yes No
During its turn, target character can charge without spending
Enemy upkeep spells on the targeted friendly character expire. The
focus or being forced, and gains +2 movement and Pathfinder
affected character cannot be targeted by enemy spells or animi.
when it charges. Boundless Charge lasts for one round.

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IRON KINGDOMS Unleashed ADVENTURE Kit RULEBOOK

COST RNG AOE POW UP OFF COST RNG AOE POW UP OFF

Cloak of Fear 2 SELF Yes No Mist Shroud 1 6 No No


The spellcaster gains Terror [Willpower + 2]. A character Target character gains concealment for one round.
must make a Willpower roll against a target number equal to
the spellcasters Terror. If the roll fails, the character cannot Occultation 2 6 Yes No
willingly advance toward the spellcaster. Target character gains stealth and +3 on his Sneak rolls.

Cold Blooded 1 6 Yes No Parasite 3 8 Yes Yes


Target character can reroll missed attack rolls against living Target character suffers 3 ARM, and the spellcaster gains
characters. Each roll can be rerolled only once as a result of Cold +1ARM.
Blooded. Cold Blooded lasts for one round.

Phantasm 2 6 Yes No
Dark Water 3 Ctrl 4 No No When friendly target character is targeted by a ranged attack,
Place a 4 AOE anywhere completely in the spellcasters control the effective range of the attack is reduced by 30 feet (5).
area where it does not touch a characters base. The AOE
is shallow water and remains in play for one round. While
Quagmire 2 6 Yes No
completely in a Dark Water AOE, a character with Amphibious
While base-to-base with target friendly character, enemies
cannot be targeted by ranged attacks.
suffer 2DEF and cannot advance except to change facing.

Devils Tongue 2 SELF Yes No


Rift 3 8 4 13 No Yes
The spellcaster gains boosted Deception rolls. This spell does
The AOE is rough terrain and remains in play for one round.
not generate spell runes.

Flesh Eater 3 10 13 No Yes Warbeasts


When a living character is destroyed by Flesh Eater, the Warbeasts are more than mere creatures. They are living fonts
spellcaster or a living warbeast in his battlegroup that is in his of natural fury awakened to feed arcane power to the warlocks
control area regains d3 vitality points. that command them. All are chosen for their ability to fight
and work themselves into a frenzied rage at the command of
Fog of War 3 SELF CTRL Yes No a warlock. Most rely on claws and fangs to rend the enemy,
Characters gain concealment while in the spellcasters but some can call upon supernatural powers or wield massive
control area. melee or ranged weapons.
Warbeasts automatically pass Willpower rolls to resist the
Guided Blade 1 6 No No effects of fear or terror.
The targeted friendly character gains +1 on his melee attack Warbeasts are classified according to base size on the
rolls. Guided Blade lasts for one round. tabletop: a lesser warbeast has a small base (30mm), a light
warbeast has a medium base (40mm), and a heavy warbeast
Hand of Fate 2 6 Yes No has a large base (50mm). The Hogwash adventure uses only
Target character gains an additional die on attack and damage lesser warbeasts.
rolls. Discard the low die in each roll.
FURY Stat
Hex Blast 3 10 3 13 No Yes A warbeasts FURY stat is a measure of the amount of primal
Upkeep spells and animi on a character directly hit by Hex energy it can generate. A warbeast can never have a fury point
Blast immediately expire. total higher than its current FURY stat. If a warbeasts current
FURY is reduced for any reason, immediately remove excess
fury points.
Inhospitable Ground 3 SELF CTRL No No
While in the spellcasters control area, other characters treat
open terrain as rough terrain. Inhospitable Ground lasts for
Threshold (THR) Stat
Threshold is a measure of the warbeasts ability to control
one round.
itself while enraged due to the accumulation of fury points.
To pass a threshold check, a warbeast must roll equal to or
Marked for Death 2 8 Yes Yes less than its THR on 2d6, adding one to the roll for each fury
Target enemy suffers 2 DEF and loses stealth and cannot point it has.
gain that ability while affected by Marked for Death. Friendly
characters can target an affected character regardless of LOS.

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Animus Threshold and Frenzy
Warbeasts have dormant arcane abilities called animi that can Tapping into the primal energies of vicious warbeasts is not
be tapped by the warlocks who control them. A warbeast can without risks. The fury generated by pushing a warbeast can
be forced to use its animus, or the warlock who controls the potentially send it into a blind rage, causing it to frenzy. During
warbeast can treat the animus as if it were one of his own spells its warlocks Control Phase, after the warlock has leached fury
while the warbeast is in his control area. from his warbeasts and spent fury to upkeep their spells, each
of his warbeasts with 1 or more fury points remaining on them
Fury and Forcing must make a threshold check (see p. 28). If it passes, nothing
A warbeast is a primal creature that reaches its full potential happens. If it fails, the warbeast frenzies.
only when under the control of a harnesser. A warbeast can be A frenzied warbeast immediately activates and attempts to
forced only while in its warlocks control area, but it does not attack another character. First determine the frenzy targetthe
need to be in its warlocks line of sight to be forced. When a character the warbeast will try to attack. Then the warbeast can
warbeast is forced, declare the desired effect and place 1 fury move and attack, depending on the circumstances and location
point on it. This fury point does not come from the warlock; the of the warbeast and its frenzy target.
warbeast generates it. A warbeast can be forced several times
Check the following conditions, in order. The first valid
during its activation, but it can never have a fury point total
condition determines the frenzy target for the warbeast and
higher than its current FURY. If a warbeasts current FURY
how it will act during its activation. If multiple characters
is reduced for any reason, immediately remove excess fury
match a condition, choose among them randomly.
points. A warbeast cannot be forced if the fury point gained
would cause it to exceed its current FURY. A warbeast cannot 1. Enemy in the warbeasts melee range. The warbeast forfeits
be forced while its Intellect aspect is crippled. Fury points its movement and makes combat action as described below.
remain on warbeasts until removed by leaching or reaving. 2. Friendly character in the warbeasts melee range. The
A warbeast can be forced to perform the following: warbeast forfeits its movement and makes combat action as
described below.
Boost Attack and Damage Rolls A warbeast can be forced
to boost attack and damage rolls. Each time a warbeast boosts 3. Closest enemy engaging the warbeast. The warbeast
an attack or damage roll, it gains 1 fury point. Boosting must advances toward the character to get him into melee range
be declared before rolling any dice for the roll. and line of sight (LOS), directly faces it, and then makes its
combat action as described below.
Make an Additional Attack A warbeast can be forced to
make additional melee or ranged attacks during its turn. 4. Closest character in LOS of the warbeast. The warbeast
The warbeast gains 1 fury point for each additional attack charges the character. If unable to charge, the warbeast
it makes. advances toward the character to get it into melee range
and LOS and then directly faces it. The warbeast makes its
Rile During its activation, a warbeast can be forced for the
combat action as described below.
sole purpose of gaining fury points. When a warbeast is riled,
it can gain any number of fury points but cannot exceed its 5. Closest character. The warbeast advances toward the
current FURY. A warbeast can be riled even if it runs. character to get it into melee range and LOS, directly faces it,
and then makes combat action as described below.
Shake A warbeast can be forced to shake knockdown or
stationary status. During its warlocks Control Phase after If a frenzied warbeast is required to forfeit its movement or
resolving threshold checks and frenzies, a warbeast that action and its frenzy target is met by condition 1 or 2, it forfeits
is knocked down can be forced to stand up. During the its movement. Otherwise it forfeits its action. If a frenzied
Control Phase after resolving threshold checks and frenzies, warbeast is knocked down and its frenzy target would be met
if a warbeast is stationary it can be forced to cause the by condition 1 or 2 after standing up, it forfeits its movement.
stationary status to expire. Otherwise it forfeits its action.

Use Animus Once per activation, at any time, a warbeast A frenzied warbeast makes its combat action in a particular
can be forced to use its animus. Instead of gaining only 1 way. It makes one attack with its highest-POW melee weapon
fury point when it is forced to use its animus, the warbeast and then forfeits the rest of its initial attacks. All attacks it
gains a number of fury points equal to the COST of the makes that activation have boosted attack and damage rolls.
animus. A warbeast cannot use its animus during an The warbeast cannot make any additional attacks.
activation it runs. At the end of the warbeasts frenzy activation, it is no longer
Unless otherwise noted, a warbeast can be forced only during frenzied and its warlock can remove any number of fury points
its warlocks turn. from it.
Because a frenzied warbeast activates during its warlocks
Control Phase, it cannot also activate during the Activation
Phase that turn.

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IRON KINGDOMS Unleashed ADVENTURE Kit RULEBOOK

Reaving Bone grinders typically harvest the required ingredients from


When a warbeast is near death it experiences a tremendous the flora and fauna found in the wilds of Immoren. A character
buildup of aggression as it collapses into a puddle of its own with the Alchemy skill can gather materials equaling 1gc per
blood. As the warbeast falls, its controlling warlock can harvest hour per level of his Alchemy skill. In particularly sparse or
this font of fury or capture the beasts dying essence. plentiful regions, the Game Master might rule that gathering is
easier, harder, or altogether impossible to accomplish.
When a warbeast is destroyed, its controlling warlock can
immediately reave its fury points (see p.25). Fury points that Alchemical Ingredients
are not reaved from a destroyed warbeast are lost. Alchemical waste, crystal 1 gc
Alchemical waste, liquid 1 gc
Combat Mineral acid 2 gc
Warbeasts are formidable creatures of exceptional battle Organic acid 2 gc
prowess. Most have been extensively trained to fight alongside
both their warlocks and other warriors. Their martial capability
only increases while under the direct control of a warlock, who
can force the beast to heightened levels of aggression.

Cygnaran Gold Crowns


There are many currencies used in the Iron Kingdoms.
The gold crown (gc), minted in the kingdom of Cygnar, is
a common coin accepted by merchants across western
Backlash Immoren.
When a warlock dies or is knocked unconscious, the
resulting psychic backlash severs his bonds to his
warbeasts. The warbeasts become wild creatures under
the Game Masters control. A warbeast that has gone
wild will generally not seek to further injure its warlock
and might wander off, fight to the death, or defend its Field Alchemy
masters remains. The following quick compounds can be made in the field.
Simple Acid
Description: This unstable acid can be made quickly, but its
potency is very short-lived. Alchemists can brew simple acid at
a moments notice for immediate use.
Turn Order Special Rules: A vial of simple acid can be used as a thrown
A warbeast activates during its warlocks turn. Unless it frenzies
weapon with a RNG of thirty-six feet (6). A creature hit by a
(p. 29), it makes and performs actions during its warlocks
vial of simple acid suffers d3 points of damage. Inanimate
Activation Phase. The warbeast can move and take its action
stone and metal take d3 points of damage per round and have
either before or after its warlock moves and takes his actions.
their ARM reduced by d3 per round in a six-foot (1) area when
Wild warbeasts continue activating during what would be their simple acid is poured or thrown on them. Simple acid lasts d3
warlocks turn in initiative order. For example, if a warbeasts rounds, expiring at the start of the alchemists turn.
controlling warlock had rolled an 18 for initiative, the wild
Brewing Requirements: Alchemy
warbeast would continue activating on the 18 for the remainder
of the encounter. Ingredients: 1 unit alchemical waste (crystal) and 1 unit
mineral acid
Otherwise, uncontrolled warbeasts taking part in a battle roll
their initiative normally. Total Material Cost: 3gc
Alchemical Formula: Creating simple acid requires a character
Alchemy to dissolve crystallized alchemical waste in a vial of mineral
acid with a bit of vigorous shaking. A character must spend
Western Immoren is home to many alchemical compounds
a quick action to combine the ingredients and then make an
and powerful talismans crafted by bone grinders living in the
INT + Alchemy roll against a target number of 11. If the roll
wilds. The simplest form, field alchemy, allows a bone grinder
succeeds, the character creates one unit of simple acid. If the roll
to turn a handful of basic ingredients into a potent compound
fails, the ingredients are lost and the character takes d3 points
within moments.
of corrosion damage as the brew boils over. The substance can
To perform field alchemy, a bone grinder must have the required be thrown as soon as it is mixed.
alchemical ingredients and his apothecary kit. Creating a
Throwing the acid is a thrown ranged attack.
field alchemy compound requires an INT + Alchemy skill roll
against a target number determined by the desired compound.

30

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Simple Stimulant Ingredients: 1 unit alchemical waste (liquid) and 1 unit organic
Description: A quick combination of alchemical ingredients acid
gives a wounded character a burst of energy. Total Material Cost: 3gc
Special Rules: The moment the ingredients are combined, select Alchemical Formula: Creating simple stink gas requires a
a friendly character in base-to-base contact with the alchemist. character to vaporize liquid alchemical waste with organic acid.
The character ignores the wound penalties of lost aspects for one A character must spend a quick action to combine the ingredients
round. and then make an INT + Alchemy roll against a target number
Brewing Requirements: Alchemy of 12. If the roll succeeds, the character creates the effect listed
under Special Rules. If the roll fails, the ingredients are lost.
Ingredients: 1 unit alchemical waste (crystal) and 1 unit
Simple Smoke
alchemical waste (liquid)
Description: A quick combination of alchemical ingredients
Total Material Cost: 2gc
creates a cloud of smoke.
Alchemical Formula: Creating a simple stimulant requires a
Special Rules: The moment the ingredients are combined, place
character to dissolve crystallized alchemical waste into liquid
a 3 AOE cloud effect centered on the character creating the
alchemical waste, releasing a foul-smelling gas. A character must
simple smoke. The AOE remains in play for one round.
spend a quick action to combine the ingredients and then make
an INT + Alchemy roll against a target number of 11. If the roll Brewing Requirements: Alchemy
succeeds, the character creates the stimulant effect listed under Ingredients: 1 unit mineral acid and 3 units alchemical waste
Special Rules. If the roll fails, the ingredients are lost. (crystal)
Simple Stink Gas
Total Material Cost: 5gc
Description: A quick combination of alchemical ingredients
Alchemical Formula: Creating simple smoke requires a
creates a noxious cloud of invisible gas.
character to dissolve volatile crystals in an open vial of
Special Rules: The moment the ingredients are combined, place mineral solvent. A character must spend a quick action to
a 3 AOE gas effect anywhere in base contact with the alchemist. combine the ingredients and then make an INT + Alchemy roll
While in the AOE, living creatures suffer 2 on their attack rolls. against a target number of 10. If the roll succeeds, the character
The AOE remains in play for one round. creates the effect listed under Special Rules. If the roll fails, the
Brewing Requirements: Alchemy ingredients are lost.

31

Daniel Wohlschlegel (order #7617289)


Game Mastering
The accompanying adventure was written with the new Game You need to set fair target numbers for skill rolls and come up
Master in mind, designed to make running your first few games with unique solutions for determining outcomes when the rules
of Iron Kingdoms Unleashed as straightforward and fun as possible. do not cover the player characters actions. If those unpredictable
For those interested in taking on the mantle of the Game Master actions help tell a great story and fit within the framework of
for further adventures, this section includes advice on how to the setting you have created, be reasonable about letting them
run your own games set in the untamed wilderness of western succeed. Give the characters the chance to be the protagonists
Immoren. you want them to be. Being inflexible stifles player creativity,
which is the very fuel of your ongoing story.
The Game Master fills a number of important roles in the game.
First, he is a storyteller working with the players collaboratively Be consistent. Situations do arise that are not easily resolved by
to tell an engaging, interactive tale. While each player controls the rules, and you need to use your judgment in determining
a single player character, the Game Master portrays an infinite the best way to handle them. Try to be consistent in how you
number of characters and personas in the game, determining adjudicate the rules; your players will appreciate it if they know
the actions of any non-player characters and creatures. He also you will uphold your current ruling in the future. Once they
decides the weather and hazards the player characters will understand how you adjudicate the game, they will come to
interact with, and he sets the difficulty level for any combat they depend on your interpretation of the rules. It can be frustrating
encounter and the tasks they attempt. for them if your rulings suddenly change.
Being the Game Master is a challenging but rewarding task.
He crafts intricate plots, designs challenging antagonists to pit
against the player characters, and acts as the players eyes and
ears in western Immoren, describing everything they experience
in the world around them.
Here are a few things to keep in mind as you move forward as Expanding Your
a Game Master. Adventures
Make the players the main characters of the story. Always As you continue your adventures in western Immoren,
keep in mind that your players are the focus of your story. The you can draw on many sources for new antagonists,
Iron Kingdoms are filled with powerful personalities that can monsters, equipment, and complete adventures. The
overshadow the actions and intentions of your players. You following sources offer a diversity of material for you to
should never make the players feel they are irrelevant. A one- keep playing Iron Kingdoms Unleashed for years to come.
time rescue by a Circle Orboros scouting party led by the famous Iron Kingdoms Unleashed
warlock Kaya the Wildborne could be a thrilling encounter
Roleplaying Game: Core Rules

the players will love, but having Kaya repeatedly eclipse their This book contains everything
heroics is far less endearingand far less engaging. Non-player you need for wild adventure across western Immoren.
characters, even those of the Game Masters own creation, With new races, dozens of careers, and pages filled with
should highlight the player characters actions, not the other new alchemy, equipment, magic, and monsters, the
way around. core rulebook is your comprehensive source for Iron
Be fair and flexible. Although the relationship between the Kingdoms Unleashed material.
Game Master and the players might at times seem adversarial, No Quarter Magazine The
remember that you are playing a game with them, not against pages of No Quarter contain a vast
them. A Game Master has infinite resources at his disposal to amount of material for Iron Kingdoms Unleashed, with
throw against the player characters, while they are limited to articles providing background details and expansions to
the items and spells on their character sheets. the core rulebook.
You need not hesitate to throw unexpected twists at the player PP Digital The dedicated digital app
charactersyou might even stack the odds against them and see of Privateer Press, PP Digital offers
what crazy plan they pull together to make it out alivebut be downloadable products for roleplaying in
fair with them. Having the characters fall into an impossibly deep the world of the Iron Kingdoms, including
pit they had no chance of discovering is not fair, and neither is digital rulebooks, complete adventures,
sending endless waves of overpowered enemies against them. and more.
There is a difference between challenging them and just being
mean. On the other hand, waltzing through a string of threatless
encounters is not much fun for anyone, either.

Daniel Wohlschlegel (order #7617289)


BOOST YOUR EXPERIENCE

VISIT ww.privateerpress.com/boostyourexperience
...for a free digital download of the Unleashed Adventure Kits map tiles and
tokens, as well as a set of tokens to represent the heroes and antagonists in the
adventure!
Or get the Iron Kingdoms Unleashed Adventure Kit to level up your game with
nine beautiful double-sided map tiles, an array of map tokens, 14 highly detailed
plastic figures, and four six-sided dice.
Purchase the Iron Kingdoms Unleashed Adventure Kit from the Privateer Press
Online Store using coupon code SHIPPINGUNLEASHED to get free domestic
shipping* on your entire purchase!

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*Offer valid through May 1, 2015.

Daniel Wohlschlegel (order #7617289)

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