Grab Iron Kingdoms Unleashed Book Soon & Learn Of The Wild
January 10, 2015 by brennon
The Iron Kingdoms Unleashed book has popped up for another preview from Privateer Press and it's one hell of a nice looking book packed with some cool options. Have a look...
Here's what's inside...
- Experience the primal nature of the more uncivilized parts of the Iron Kingdoms through a robust, visceral rules system that is also fully compatible with the award-winning Iron Kingdoms Full Metal Fantasy rules.
- Become a savage hero and evolve into a legend with iconic careers including bone grinders, bloodweavers, monster hunters, warlocks, and more.
- Tap into your inner beast as one of eight playable races, each with their own strengths and attributes: bog trog, farrow, gatorman, human, Nyss, pyg, Tharn, and trollkin.
- Control powerful warbeasts, craft magical talismans from the bodies of your fallen foes, and fight to survive in unforgiving environments.
- Immerse yourself in life in the wilderness and the savage history of western Immoren.
They also put together an awesome blog post talking about joining the Unlikely Heroes Company and how this drives on the narrative of your campaigns.
"In the Iron Kingdoms Unleashed Core Rules, there are twelve adventuring companies to choose from. Some focus on the tribes and cultures of the wilds, like the Circle Conclave or Trollkin Kriel companies, while others are career-oriented, such as the Bone Grinder Hunting Party adventuring company or the Soldiers of Fortune adventuring company. Game Masters interested in bringing a bit of extra storytelling potential to their games can always use an adventuring company as a powerful tool."
Will you be heading into the wild?
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"Game Masters interested in bringing a bit of extra storytelling potential to their games can always use an adventuring company as a powerful tool"
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Has anyone played Iron Kingdoms RPG and if so what the rules like ?
My group and I have been playing since the new version came out, and we love it – even the players of the group who aren’t wargamers and who haven’t played the tabletop game. The rules themselves are very, very similar to the tabletop game- your characters have the same basic traits, though do have more stats and skills. The core mechanics are identical though – 2D6 + stat, compared to target numbers / opponent’s DEF or ARM. Combat is generally played out with miniatures, and the same kind of special features from the wargame are present, though obviously with… Read more »
I’ve run a campaign, that also involved porting over the old D20 stories from the Witchfire Trilogy. It’s great. Rules wise it is powered off the wargame. Most other stuff uses that as a basis. Interestingly, a lot of the social interacts that come down to a roll being made, can be run off different stats – so there is no dump stat for social skills e.g. the Human Investigator uses his Intelligence + Intimidation, while a Trollkin could use his Strength + Intimidation, in order to interrogate a person.
Also @cerberus, because there are plenty of creatures to fight, and the game uses the wargame as a basis, some people expect it to play as just another dumb dungeon crawl. In fact, the way I have run it, and indeed PP has put out in No Quarter a 6 part adventure, this is more like a procedural investigation, which then has moments where minis can be pulled out for the combat scenes. So really combat should be infrequent, but exciting, and showcase the setting. Not just a grind of monsters. Plus, with how health in the game works, grinding… Read more »
Thank you for the info doctorether and laughingorc, I’ll add this to the RPG get list =)
You may enjoy this @cerberus https://www.youtube.com/watch?v=oQAhVJfrrn4&index=13&list=PLvbzbyh1fI5pLyaTkI0kqbSIvokvKTxOs