076-078 undercity scenario update_0
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DEEPER INTO
66 DEEPER INTO THE UNDERCITY
GOALOn your way back to the city watch headquarters, you stumble
into the middle of a skirmish between one of the Undercity’s
numerous gangs and a farrow raiding party. Going the long
way around this ght would take too long, and you have time-
sensitive information to report to Helstom.
Fighting your way through this conict is your only option,
and the situation is further complicated by the locked door
blocking your path out of this region.
GAMEPLAYVillains in this mission are either part of the gang or the
farrow raiders. The gang and farrow raiders are enemies to
each other. If a villain has to choose between targets, and one
is a hero, the villain chooses the hero. If a villain has to choose
between multiple targets that are all villains, determine which
villain is targeted using the color and number priority rules.
When a non-boss villain attacks another non-boss villain, the
attack automatically hits and causes normal damage. Do not
make a Tough or Hardy roll for this damage.
SPAWNINGWhen 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
1-3 spawn a gang member. If the roll is a 4-6, spawn a farrow.
For example, if the roll to determine which type of villain
spawns is a 1, either a brigand or a sword thug will spawn. If
the door rolled is a 5, the brigand spawns because that door
belongs to the farrow.
BOSSESThe lieutenant, heavy warjack, warlord, and bone grinder are
bosses. They are activated normally by villain cards. When
determining the priority of these villains for activations and
CHAPTER 4.5: FROM THE WILD
BY WILLIAM “OZ” SCHOONOVER
targeting, the lieutenant and warlord are priority 1. The heavy
warjack and bone grinder are priority 2.
The lieutenant has the following ability: ’Jack Marshal – If a
friendly construct is within 2 spaces of this character, it makes
an additional attack each time it attacks. If the lieutenant
follows the pursue tactic, he targets the heavy ’jack if possible.
If a boss character is not in play at the beginning of a round,
spawn it at a random passage matching its team.
INTERACTIONS
CONTROL
A hero on the control space can activate it with a successful
INT 10 or STR 12 challenge. A successful challenge ips the
marker from the closed side to the opened side.
GATE
The gate must be opened with the control spaces. The gate
cannot be opened with an action or damaged in any other
way. When both of the control spaces have an opened marker,
ip the gate tile to its open side.
A hero who begins a turn in the gate space can use his
movement to leave the board. A hero who leaves the board inthis way resolves free strikes normally.
PIT
Characters cannot move into a pit space. If a character is
placed in the pit space, that character is incapacitated.
The pit space is counted normally when determining range.
VICTORY OR DEFEATThe chapter ends and the party loses if every hero is either
incapacitated or passed out.
The party wins if a hero leaves the map through the exit space.Add 3 XP to the treasury for each battle-ready hero.
The new Iron Kingdoms adventure board game, The Undercity , released last month. To celebrate that release, we’re givingyou an all-new, ocial chapter to play through. It can be played using the tokens provided or you can use the farrow gures
available in the Iron Kingdoms Unleashed Adventure Kit. Look for more exciting Undercity content in the next issue of No Quarter .
DEEPER INTO THE UNDERCITY
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EVENTDECK:
Cards 2,3,6,7, and
13-20.
VILLAIN
ACTION DECK:
Cards 1-8, 11, 12,
and 29-34.
SIDE QUEST
DECK:
Follow the
standard rules for
setting up the Side
Quest deck.
VILLAIN RESERVES
2
4
5
3
6
1
6B
5B
4B
2B
3A
EXIT
11B
15BPIT
13A 14B
12B
7A
8A
9A
VIT
STR
DEF
ARM
BONE GRINDER
SICKLE
HEALTH FETISH –Anytimethis character oranother friendly character within1spa ceof this character makes aToughor Hardy roll,
add 1totheroll.
TOUGH – Eachtimethis character wouldsuf fer damage, rollad6.Onarollof 5or 6,
it suffers oneless damage.
FARROW
6 8
A C C PO W
3
6
12
14
VIT
STR
DEF
ARM
6
7
12
14
WARLORD
BARREL BLADE
HEAVYRIFLE
A C C P O W
6 9
RNG
62 7ACC POW
COMMANDER– Other farrowwithin1 spaceofthischaracter gain+1onattack and damagerolls.
TOUGH – Eachtimethis character would sufferdamage,rollad6. Onaroll of5 or 6,it suffers one
less damage.
FARROW
VIT
STR
DEF
ARM
RHULIC MERC
AXE
PISTOL
6 10A C C PO W
RNG
62 10ACC POW
2
4
12
14
VIT
STR
DEF
ARM
1
5
12
12
SWORD THUG
SWORDA C C PO W
4 8
VIT
STR
DEF
ARM
CROSSBOW THUG
CROSSBOWRNG
42 8ACC POW
1
5
12
12
VIT
STR
DEF
ARM
RAZOR BOAR
TUSKS
BRUTAL CHARGE –This character gains +2
todamagerolls madeaf ter a chargemove.
VICIOUS –Whenthis character is damaged,
it moves 1 spacecloser totheattacker. It
ignores freestrikes during this move..
FARROW
4
7
13
13
5 8
A C C PO W
VIT
STR
DEF
ARM
BRIGAND
CLUB5 8
A C C PO W
1
6
12
13
PIGIRONRNG
52 8ACC POW
HARDY – Eachtimethis character would
suf fer damage, rollad6.Ona rollof6, it
suffers oneless damage.
FARROW
VIT
STR
DEF
ARM
SLAUGHTERHOUSER
POLEARM
2
7
12
15
6 9
A C C PO W
FINISHER–Rollanadditionaldamagedie
against targets that haveless healththantheir Vitality.
TOUGH –Eachtime this character would
suf fer damage, rollad6.Onarollof5 or 6,
it suffers oneless damage.
FARROW
67DEEPER INTO THE UNDERCITY
CHAPTER 4.5:
SETUP
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VIT
STR
DEF
ARM
6
7
12
14
WARLORD
BARREL BLADE
HEAVY RIFLE
ACC POW
6 9
RNG
62 7
ACC POW
COMMANDER – Other farrow within 1 space of thischaracter gain +1 on attack and damage rolls.
TOUGH – Each time this character would sufferdamage, roll a d6. On a roll of 5 or 6, i t suffers one
less damage.
FARROW
VIT
STR
DEF
ARM
BONE GRINDER
SICKLE
HEALTH FETISH – Anytime this character oranother friendly character within 1 space ofthis character makes a Tough or Hardy roll,
add 1 to the roll.
TOUGH – Each time this character wouldsuffer damage, roll a d6. On a roll of 5 or 6,
it suffers one less damage.
FARROW
6 8
ACC POW
3
6
12
14
B O N EGRI N D E R
F R O N T A R C
WA RLO R D
F R O N T A R C
VIT
STR
DEF
ARM
BRIGAND
CLUB
5 8
ACC POW
1
6
12
13
PIG IRONRNG
52 8
ACC POW
HARDY – Each time this character would
suffer damage, roll a d6. On a roll of 6, it
suffers one less damage.
FARROW
B R IGAN D
F R O N T A R C F R O N T A R
C
B R IGAN D B R IG
AN D B R IGAN D
F R O N T A R C
B R IGAN D
F R O N T A R C
VIT
STR
DEF
ARM
RAZOR BOAR
TUSKS
BRUTAL CHARGE – This character gains +2
to damage rolls made after a charge move.
VICIOUS – When this character is damaged,
it moves 1 space closer to the attacker. It
ignores free strikes during this move..
FARROW
4
7
13
13
5 8
ACC POW
RA Z O R B O AR
F R O N T A R C
RA Z OR B O AR
F R O N T A R C
VIT
STR
DEF
ARM
SLAUGHTERHOUSER
POLEARM
2
7
12
15
6 9
ACC POW
FINISHER – Roll an additional damage dieagainst targets that have less health than
their Vitality.
TOUGH – Each time this character wouldsuffer damage, roll a d6. On a roll of 5 or 6,
it suffers one less damage.
FARROW
S L A U
G H TERH O U S E R
F R O N T A R C
S L A U G H TERH O U S E R
F R O N T A R C
FARROW VILLAIN STAT CARDS
FARROW VILLAIN TOKENS
P E R MI S S I O NT O
P H OT O C OP Y
F O R P E R S O NA
L U S E O NL Y .
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