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Deeper into The Undercity

deeper into

By William Oz Schoonover
The new Iron Kingdoms adventure board game, The Undercity, released last month. To celebrate that release, were giving
you an all-new, official chapter to play through. It can be played using the tokens provided or you can use the farrow figures
available in the Iron Kingdoms Unleashed Adventure Kit. Look for more exciting Undercity content in the next issue of No Quarter.

CHAPTER 4.5: from the wild

Goal targeting, the lieutenant and warlord are priority 1. The heavy
warjack and bone grinder are priority 2.
On your way back to the city watch headquarters, you stumble
into the middle of a skirmish between one of the Undercitys The lieutenant has the following ability: Jack Marshal If a
numerous gangs and a farrow raiding party. Going the long friendly construct is within 2 spaces of this character, it makes
way around this fight would take too long, and you have time- an additional attack each time it attacks. If the lieutenant
sensitive information to report to Helstom. follows the pursue tactic, he targets the heavy jack if possible.

Fighting your way through this conflict is your only option, If a boss character is not in play at the beginning of a round,
and the situation is further complicated by the locked door spawn it at a random passage matching its team.
blocking your path out of this region.
Interactions
Gameplay Control
Villains in this mission are either part of the gang or the A hero on the control space can activate it with a successful
farrow raiders. The gang and farrow raiders are enemies to INT10 or STR 12 challenge. A successful challenge flips the
each other. If a villain has to choose between targets, and one marker from the closed side to the opened side.
is a hero, the villain chooses the hero. If a villain has to choose
Gate
between multiple targets that are all villains, determine which
The gate must be opened with the control spaces. The gate
villain is targeted using the color and number priority rules.
cannot be opened with an action or damaged in any other
When a non-boss villain attacks another non-boss villain, the way. When both of the control spaces have an opened marker,
attack automatically hits and causes normal damage. Do not flip the gate tile to its open side.
make a Tough or Hardy roll for this damage.
A hero who begins a turn in the gate space can use his
movement to leave the board. A hero who leaves the board in
Spawning this way resolves free strikes normally.
When you spawn a villain in this mission, the side it comes
from depends on the door it spawns at. If the door rolled is a Pit
1-3 spawn a gang member. If the roll is a 4-6, spawn a farrow. Characters cannot move into a pit space. If a character is
For example, if the roll to determine which type of villain placed in the pit space, that character is incapacitated.
spawns is a 1, either a brigand or a sword thug will spawn. If The pit space is counted normally when determining range.
the door rolled is a 5, the brigand spawns because that door
belongs to the farrow.
Victory or Defeat
Bosses The chapter ends and the party loses if every hero is either
The lieutenant, heavy warjack, warlord, and bone grinder are incapacitated or passed out.
bosses. They are activated normally by villain cards. When The party wins if a hero leaves the map through the exit space.
determining the priority of these villains for activations and Add 3XP to the treasury for each battle-ready hero.

66 deeper into the undercity


CHAPTER 4.5: Villain Reserves

Setup VIT 3 VIT 6


STR 6 STR 7
DEF 12 DEF 12
ARM 14 ARM 14

BONE GRINDER WARLORD

ACC POW ACC POW


SICKLE BARREL BLADE
6 8 6 9
HEALTH FETISH Anytime this character or RNG ACC POW
HEAVY RIFLE
another friendly character within 1 space of 2 6 7

3 EXIT
this character makes a Tough or Hardy roll,
add 1 to the roll. COMMANDER Other farrow within 1 space of this
character gain +1 on attack and damage rolls.
TOUGH Each time this character would
suffer damage, roll a d6. On a roll of 5 or 6, TOUGH Each time this character would suffer
it suffers one less damage. damage, roll a d6. On a roll of 5 or 6, it suffers one
less damage.
FARROW FARROW

13A 11B 14b


6b

7A 15b 5b
VIT 1 VIT 2 VIT 4

pit 4 STR

DEF
6
12
STR

DEF
7
12
STR

DEF
7
13
ARM 13 ARM 15 ARM 13

BRIGAND SLAUGHTERHOUSER RAZOR BOAR

ACC POW ACC POW ACC POW


CLUB POLEARM TUSKS
5 8 6 9 5 8
RNG ACC POW FINISHER Roll an additional damage die BRUTAL CHARGE This character gains +2
PIG IRON against targets that have less health than
2 5 8 their Vitality.
to damage rolls made after a charge move.

HARDY Each time this character would TOUGH Each time this character would VICIOUS When this character is damaged,

2
suffer damage, roll a d6. On a roll of 6, it suffer damage, roll a d6. On a roll of 5 or 6, it moves 1 space closer to the attacker. It
suffers one less damage. it suffers one less damage. ignores free strikes during this move..

FARROW FARROW FARROW

3A 9A 4b
Vit 1 Vit 1 Vit 2
Str 5 Str 5 Str 4
def 12 def 12 def 12
arm 12 arm 12 arm 14

5
Sword tHuG CroSSbow tHuG rHuliC merC

acc pow rng acc pow acc pow


CroSSbow aXe
Sword
4 8 2 4 8 6 10
rng acc pow
piStol
2 6 10

12b 2b

8A

Event VILLAIN SIDE QUEST


Deck : ACTION Deck : DECK :
Cards 2,3,6,7, and Cards 1-8, 11, 12, Follow the
13-20. and 29-34. standard rules for
setting up the Side
Quest deck.

Deeper into the undercity 67


Farrow Villain Stat Cards
VIT 6 VIT 3 VIT 2
STR 7 STR 6 STR 7
DEF 12 DEF 12 DEF 12
ARM 14 ARM 14 ARM 15

WARLORD BONE GRINDER SLAUGHTERHOUSER

ACC POW ACC POW ACC POW


BARREL BLADE SICKLE POLEARM
6 9 6 8 6 9
RNG ACC POW FINISHER Roll an additional damage die
HEAVY RIFLE HEALTH FETISH Anytime this character or
against targets that have less health than
2 6 7 another friendly character within 1 space of
this character makes a Tough or Hardy roll, their Vitality.
COMMANDER Other farrow within 1 space of this add 1 to the roll.
character gain +1 on attack and damage rolls. TOUGH Each time this character would
TOUGH Each time this character would
TOUGH Each time this character would suffer suffer damage, roll a d6. On a roll of 5 or 6, suffer damage, roll a d6. On a roll of 5 or 6,
damage, roll a d6. On a roll of 5 or 6, it suffers one it suffers one less damage. it suffers one less damage.
less damage.
FARROW FARROW FARROW

VIT 4 VIT 1

http://privateerpress.com/no-quarter/web-extras/no-quarter-62
STR 7 STR 6
DEF 13 DEF 12

permission to photocopy
for personal use only.
ARM 13 ARM 13

RAZOR BOAR BRIGAND

ACC POW ACC POW


TUSKS CLUB
5 8 5 8
BRUTAL CHARGE This character gains +2 RNG ACC POW
PIG IRON
to damage rolls made after a charge move. 2 5 8
VICIOUS When this character is damaged, HARDY Each time this character would
it moves 1 space closer to the attacker. It suffer damage, roll a d6. On a roll of 6, it
ignores free strikes during this move.. suffers one less damage.
FARROW FARROW

Farrow Villain tokens


egrinde R L O RD GHTERHOUS GHTERHOUS BRIGAND
n r WA
bo U ER U ER
LA LA
S

FRO FRO FRO FRO FRO


NT ARC NT ARC NT ARC NT ARC NT ARC

ZO R BOA
RA R ZOR BOAR GA
BRIG AN D BRIGAND BRIGAND
RA

FRO
NT ARC FRO
NT ARC FRO
NT ARC FRO FRO
NT ARC
NT ARC

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