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Pobierz
™
An Introductory Adventure
Fools rush in
FOOLS RUSH IN: AN INtROdUctORy AdveNtURe
™
Credits
Creators of the
Iron Kingdoms
Brian Snoddy
Matthew D. Wilson
Douglas Seacat
Brent Waldher
Matthew D. Wilson
Josh Manderville
Cover Art
Brian Snoddy
Creative Director
Ed Bourelle
Additional
Contributions
William Schoonover
Character Art
Néstor Ossandón
Game Design
Jason Soles
Matthew D. Wilson
Writers
Simon Berman
Douglas Seacat
Cartography
Laine Garrett
Lyle Lowery
Chris Ross
Douglas Seacat
William Shick
Brent Waldher
Hundreds of players at
Gen Con 2012!
Playtesters
Matt DiPietro
Cody Ellis
William French
William Hungerford
Tony Konichek
Proofreaders
XXX
Project Lead
Simon Berman
Editor
Darla Kennerud
Scenario Design
Simon Berman
Graphic Design
Director
Visit: http://privateerpress.com/iron-kingdoms for more free downloads
and information about the world of the Iron Kingdoms!
Privateer Press, Inc. 13434 NE 16th St. Suite 120 • Bellevue, WA 98005
Tel (425) 643-5900 • Fax (425) 643-5902
For online customer service, email frontdesk@privateerpress.com
This book is printed under the copyright laws of the United States of America and retains all of the protections thereof. All Rights Reserved. All trademarks herein
including
Privateer Press®, Iron Kingdoms, Immoren, Full Metal Fantasy, WARMACHINE®, Cygnar, Cryx, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah,
Retribution, HORDES, Trollbloods, Trollblood, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne,
warjack, warcaster, warbeast, and all associated logos are property
of Privateer Press, Inc. This book is a work of fiction. Any resemblance to actual people, places, or events is purely coincidental. No part of this publication 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 thereof. Product information is subject to change. As hard as it is to pirate a free adventure, it’s not as hard as forced labor in the Corvis City
Watch’s prison—which is what you’ll get if you do pirate this adventure.
2
Full Metal Fantasy roleplaying
The
Iron Kingdoms Full Metal Fantasy Roleplaying Game
takes you on an action-packed journey into a world rich with danger
and adventure. To give you a taste of what roleplaying in the Iron Kingdoms is like, these streamlined Quick Start rules omit
many special rules and options in order to make it easy to learn the game’s fundamentals. See the
Iron Kingdoms Full Metal Fantasy
Roleplaying Game: Core Rules
for the full rules as well as extensive background on the world of the Iron Kingdoms.
QuiCk start rules
CharaCters
Your character is the persona through which you’ll explore the
mysteries and dangers of the Iron Kingdoms. This quick start
adventure provides pregenerated characters, but the full game
rulebook offers many more possibilities.
The technical details that make up a character determine how
he can operate in the game and what abilities and skills he
starts with. These details include:
• Race
– A character’s race determines his starting stats as
well as the careers available to him. Race also affects height
and weight, and some races begin the game with particular
benefits and abilities. For example, Gardek Stonebrow
gains the feat Tough from being a trollkin.
• Archetype
– A character’s archetype largely defines his
role in the game and determines what careers are available
to him. Each archetype also has a number of benefits. For
example, because he is the Skilled archetype, Milo Boggs
can make an additional attack each turn and has the benefit
Virtuoso.
• Abilities –
A character gains access to his abilities as a result
of his career choices. They do not have levels of mastery,
but a character must have an ability in order to attempt to
use it. For example, Milo’s Alchemist career gives him the
abilities Grenadier and Poison Resistance, and his Thief
career gives him the abilities Conniver and Dodger.
• Skills –
Skills represent knowledge, talents, and
proficiencies the character develops over time. A character’s
mastery in a skill is reflected in its level, with level 1 being
lowest and level 4 being highest. Milo’s Alchemist and Thief
careers have enabled him to develop a mix of military and
occupational skills, and he also possesses a general skill.
If the rules do not define a target number for an action a
character wishes to perform, the Game Master sets the target
number. The target number should reflect the action’s difficulty.
Very simple actions, in which there is little chance of failure,
should succeed automatically. Actions with a moderate chance
of failure should have a target number of 10–12; complex actions
should have a target number of 13–15; and truly difficult actions
with a likely chance of failure should have a target number of
16 or more. There is no roll for actions the Game Master deems
impossible. Such actions certainly end in failure.
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
than the target number, the skill attempt fails.
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
when a roll succeeds and any two dice used in the roll show the
same number.
If the rules do not explicitly state what stats and skills are used
for a particular action, the Game Master decides.
Some events call for rolling a d3. This term is short for
“roll a d6, divide by 2, and round up.” Quite a mouthful!
Here’s how to read the results of a d3 roll quickly:
1 or 2 = 1
3 or 4 = 2
5 or 6 = 3
AddItIonAl dIce And Boosted rolls
Sometimes a special ability or circumstance allows a character
to roll an additional die. This adds a die to the number of dice a
character would ordinarily roll. For example, when a character
makes a melee attack roll, he rolls 2d6 and adds his Prowess
(PRW) stat + his skill with the weapon and the weapon’s attack
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 weapon’s attack modifier.
A die roll can include multiple additional dice as long as each
additional die comes from a different rule or ability.
Some effects grant characters boosted attack or damage rolls.
Add one extra die to a boosted roll. Boosting must be declared
before rolling any dice for the roll. Each attack or damage roll
skill resolution
rolls
When a character attempts to perform an action the Game
Master determines has a reasonable chance of failure, the
character must make a skill roll. To make a skill roll, roll 2d6
and add the result to the related stat for the level of the skill
being used.
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FOOLS RUSH IN: AN INtROdUctORy AdveNtURe
can be boosted only once, but a character can boost multiple
rolls during his turn. When an attack affects several characters,
the attack and damage rolls against each individual character
must be boosted separately.
If two or more characters end up with the same initiative values,
they should roll again to determine who goes first, second, and
so on.
CoMbat
The action of the game takes place in the minds of the players
and the Game Master until the start of combat, when play
moves to the tabletop where player characters and their
enemies are represented by the provided standees. The Game
Master then explains the map to the players and places the
standees representing the characters, their allies, enemies, and
any bystanders on the map.
steAMjAcks And InItIAtIve
A steamjack activates during its controller’s turn during the
Activation Phase (see below). The steamjack can move and take
its action either before or after its controller moves and takes
his action.
Effects Lasting One Round
An effect that begins on a character’s turn and lasts for one
round expires at the start of that character’s next turn. If the
character is destroyed, the effect lasts until the point when he
would have taken his next turn according to his initiative total.
FAcIng
The 180° arc in the direction its shoulders face defines the
character’s front arc; the opposite 180° defines his back arc.
A character’s front arc determines his perspective of the
battlefield. A character typically directs his actions, determines
line of sight, and makes attacks through this arc. Likewise, a
character is usually more vulnerable to attacks from his back
arc due to a lack of awareness in that direction.
Turn Structure
A character’s turn has three phases: Maintenance, Control, and
Activation.
MAIntenAnce phAse
During the Maintenance Phase, perform the following steps in
order:
1. The player checks for expiration of continuous effects on
his character (see “Continuous Effects,” below). After
removing all expired continuous effects, resolve the
effects of those that remain in play. Damage from multiple
continuous effects is considered to happen all at once.
2. Resolve any other effects that occur during the Maintenance
Phase.
lIne oF sIght
Many situations such as charging and making attacks require a
character to have line of sight to his intended target. Simply put,
having line of sight means a character can see another character.
The Game Master decides which characters have line of sight to
each other. He should begin each encounter by describing the
terrain and how it affects line of sight.
MeAsurIng dIstAnces on the tABletop
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:
1. The player decides if he intends to upkeep spells. If he
doesn’t spend the upkeep cost, the spell expires and its
effects end immediately.
2. Resolve any other effects that occur during the Control
Phase.
The Game Round
The “round” is an abstraction of a very small amount of in-game
time. It gives the Game Master a reasonable way to determine
the outcome of multiple characters attempting different actions
all at relatively the same time.
Once a battle starts, it is fought in a series of rounds. During
each round, every character has a turn, in initiative order
(covered next). The character whose turn it is, or the
active
character,
must end his turn before the next character can
begin his turn. The players describe their characters’ actions,
and the Game Master describes the actions of non-player
characters. 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 defeat their
enemies, escape the battle, or are defeated.
ActIvAtIon phAse
During the Activation Phase a character can move and act.
The type of actions a character can take might be limited by
his choice of movement, covered next. A character can take
his actions before or after moving but cannot interrupt his
movement to take an action.
MoveMent
When moving a character, measure from where the front of a
character’s base began the movement to where the front of the
base is at the end of movement.
A character generally cannot move over another character’s
base. A character can move through friendly characters,
however, provided he can move completely past the other
character’s base.
Determining Initiative
At the start of a battle, each character rolls 2d6 and adds his
Initiative plus any applicable bonuses. Players roll initiative for
their characters, and the Game Master rolls initiative for non-
player characters.
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Advancing
refers to any movement a character intentionally
makes, rather than any movement caused by other effects such
as being pushed or being slammed. A character can change his
facing at any time during his advance, but when he moves he
must always move in the direction he is facing. Changing facing
by rotating in place does not cost any movement. A character
who changes his facing is considered to have moved.
There are three basic types of movement that a character can
make during his turn: full advance, run, and charge.
ActIons
A character can act before or after his movement. A character
cannot interrupt his movement to act.
A character does not have to take his actions all at once and
can perform them in any order. For example, a character could
make a ranged attack, reload, move, and make another attack.
There are three basic types of actions: quick, attack, and full.
During his turn a character can do one of the following:
1. Perform two quick actions.
2. Attack and perform one quick action.
3. Perform a full action.
Some abilities and benefits allow a character to make additional
attacks or perform additional quick actions.
A character’s choice of movement during his turn may impact
which actions he can choose that turn.
Full AdvAnce
A character making a full advance moves up to his current
speed (SPD) in inches.
run
A character who runs during his turn advances up to twice his
current SPD in inches. A character who runs during his turn
can take one quick action but cannot make attacks or take full
actions that turn. A running character cannot use his quick
action to cast a spell. A character who forfeits his actions during
a turn cannot run that turn.
Quick Actions
Quick actions are simple and fast movements a character can
perform in addition to more complex actions, such as attacking.
The quick actions a character can perform include:
• Draw a weapon or item (including ammunition)
• Stow a weapon or item
• Reload a ranged weapon
• Pull a pin on a grenade
• Cast a spell
• Use a steamjack drive
• Use a skill or ability that requires a quick action
• Take cover or go prone
• Other fast, simple action at the Game Master’s discretion
chArge
A charging character rushes into melee and takes advantage
of his momentum to make a powerful strike. A character who
forfeits his actions during a turn cannot charge that turn.
At the time a character declares a charge, he must also declare
which enemy he is charging. A character cannot charge a
friendly character. The character must have line of sight to
his charge target. The character then advances his SPD plus
3
˝
toward his charge target, in a straight line. The charging
character stops if he contacts any obstruction, such as another
character or terrain he cannot move through. At the end of
the charge movement, the charging character turns to face his
target directly.
A character who ends his charge movement with his charge
target in his melee range has made a successful charge. His first
attack after charging must be against his charge target.
If the character charged at least 3
˝
, his first attack was made
with a melee weapon, and the attack hits, the damage roll is
boosted. Attacks 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 turn immediately ends.
tAkIng cover
A character can spend a quick action to take cover while within
six feet (1
˝
) of a terrain feature that can either obscure his body
or provide a solid barrier of protection. For one round, the
character gains a DEF bonus from attacks made by characters
on the other side of the terrain feature. To consistently gain
a bonus for taking cover, a character must perform the quick
action during each of his turns. The DEF bonus is determined
by the nature of the terrain the character uses for cover.
Terrain not dense enough to block an attack but that makes the
character more difficult to see, such as low hedges or bushes,
grants
concealment.
A character taking cover behind or within
concealing terrain gains +2 DEF against ranged and magic
attack rolls.
5
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Numenorean
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