Escolar Documentos
Profissional Documentos
Cultura Documentos
Credits
Creators of the Iron William Oz Schoonover Andrea Uderzo Brent Waldher
Kingdoms Editorial Manager Cartography Rudi Waldschuetz
Brian Snoddy Darla Kennerud Ed Bourelle Matthew D. Wilson
Matthew D. Wilson
Editor Laine Garrett Print Management
Project Director Michele Carter Nstor Ossandn Shona Fahland
Bryan Cutler Michael Vaillancourt
Graphic Design Licensing & Contract
Creative Director Director Photography Manager
Ed Bourelle Josh Manderville Matt Ferbrache Brent Waldher
Director of Business Graphic Design Studio Director Proofreaders
Development Richard Anderson Ron Kruzie Dan Henderson
William Shick Shona Fahland Michael G. Ryan
Studio Modeler
Game Design Matt Ferbrache Nate Scott William Shick
Jason Soles Laine Garrett Studio Administration Miniatures from Privateer
Matthew D. Wilson Josh Manderville Assistant Press collection converted
Lead Developer Art Director Charles Foster III and modeled by Nate Scott.
Matt Goetz Michael Vaillancourt Playtesters
Writing and Continuity Cover Art Simon Berman
Manager Andrea Uderzo David Carl
Douglas Seacat Tony Crawford
Illustrators
Continuity Carlos Cabrera Matt Goetz
Jason Soles Nick Kay Ryan Klautzer
Writers Nstor Ossandn Doug Seacat
Matt Goetz Miro Petrov Jason Soles
20012014 Privateer Press, Inc. All Rights Reserved. Privateer Press, Iron Kingdoms, Immoren, Full Metal Fantasy, Unleashed, WARMACHINE,
Convergence of Cyriss, Convergence, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, warjack, warcaster,
HORDES, Trollbloods, Trollblood, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, warbeast, and all associated logos are property of Privateer Press,
Inc. These books are a work of fiction. Any resemblance to actual people, places, or events is purely coincidental. No part of this product may be stored in
any retrieval system or transmitted in any form without written permission from Privateer Press. Duplicating any portion of the materials herein, unless
specifically addressed within the work or by written permission from Privateer Press, is strictly prohibited. In the event that permissions are granted, such
duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or
preserve all marks associated therewith. Product information is subject to change. Bone grinders turn the nastiest, foulest things into powerful artifacts.
Theyre especially inclined to mashing up the organs of those who disregard copyrights. Made in China.
Iron Kingdoms Unleashed Roleplaying Game Adventure Kit. . . . . . . . ISBN: 978-1-939480-57-6. . . . . . . . . . . PIP 417
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.
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
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.
* These abilities can be taken multiple times. See the ability description.
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.
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.
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.
10
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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12
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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
15
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
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.
17
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.
18
19
20
Two common continuous effects are Corrosion and Fire. Only living characters can be knocked out.
21
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.
22
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24
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.
25
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.
26
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.
27
COST RNG AOE POW UP OFF COST RNG AOE POW UP OFF
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.
28
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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