Last week we brought you part one in our new series of WFRP Blog posts. If you missed it you can catch up here. Today, Cubicle 7 writer Ben Scerri is looking at Success Levels. Join the chat over on Facebook and Twitter and let us know what you think! 

Hi, folks! It’s Ben again. The Old World is a brutal place, where it’s a struggle just to get by, and all-too-often you’re only winning because someone else is losing more than you… So today, I’m going to tackle something very core to the game: Success Levels!

Hang in there, buddy.

Success Levels (SL) come up in three main areas of play: Dramatic Tests, Opposed Tests, and specifically Opposed Tests in Combat. Let’s begin at the beginning, shall we?

Success Levels in Dramatic Tests

Sometimes it’s not good enough to know if you merely succeed or fail, and we need to know how much of a fool (or, Sigmar help us, a hero) you made of yourself. In these instances, we use Dramatic Tests. The Test follows the same usual pattern as a Simple Test, but the number you rolled, in addition to being higher or lower than your Skill or Characteristic being Tested, is important.

Salundra and Gunnar stroll into the Red Moon Inn in Ubersreik, excited by the prospect of a stiff drink to wash away the troubles of the day. Unfortunately, tonight the pub is patronised by a rowdy gang of locals who mistake Salundra’s noble swagger for the walk of the hated Altdorfers! A thug gets to his feet, swaying slightly, and starts ranting to the crowd about how unwelcome Altdorfers are, attempting to get the two thrown out. Salundra decides to make a joke of the man, and perhaps earn herself some free drinks from the locals, so she rolls a Charm Test. Because this Test has a range of potential results, it’s a Dramatic Test. Salundra rolls a 91 against her Charm of 28!

Once you’ve rolled, first figure out if you succeeded or failed, like a Simple Test. Remember, if the roll is equal to or lower than the target, you succeed; otherwise, you fail.

91 is a lot higher than Salundra’s target of 28, so this is a failure…

Next, we minus the target’s ‘tens’ column from the roll’s ‘tens’ column, to discover the SL. If the roll was a failure, we do the reverse.

The tens of the target was ‘2’, and the tens of the roll was ‘−9’. Therefore, 2 − 9 = −7 SL!

7 SL on a Dramatic Test is an Astounding Failure, which means, not only does Salundra fail to swing the crowd to her side, she gets a few ‘free’ drinks thrown her way… And not in the way she was hoping!

Success Levels in Opposed Tests

When two or more Characters go head-to-head, we call for an Opposed Test. All parties involved make a Test with a relevant Skill or Characteristic (it might be the same one, such as in a horse race both parties would Test Ride, or it might be different Skills, such as a thief hiding with Stealth and a guard searching with Perception) and then compare to see who won. Opposed Tests add a whole new element to SL, because an Opposed Tests doesn’t focus on Success and Failure as much as who scored more SL.

Gunnar can see the situation is turning quick, and if anyone knows when a fight’s about to break out, it’s a Slayer. He can see most of the patrons are armed at least with cudgels and daggers, so he decides to intimidate the instigator with his axe, hoping the crowd is encouraged to not draw their weapons, and leave this one to fists only.

Gunnar rolls 45 against his Intimidate of 43 — a failure with −0 SL. The thug rolls a 64 against his Cool of 29 — a failure with −4 SL. Even though both characters ‘failed’, Gunnar failed by fewer −SL, so won the Opposed Test: the patrons in the bar are still going to brawl, but they’re keeping their weapons in their belts as Gunnar slides his thumb along the edge of his axe, just like the great Troll Slayers do…

The Character who rolled better on an Opposed Test is considered the ‘winner’, with the other character being the ‘loser’. Please note that winning is not the same as succeeding! For most Opposed Tests, this distinction isn’t important...but it becomes very important when we get to combat. Speaking of which...

Success Levels in Combat

Most Actions in Combat will be Opposed Tests — either attacking an opponent with a Melee Skill, or using another Skill to gain Advantage over an opponent. But Combat is more dynamic than your average Skill Tests, and the range of potential outcomes and complications grows alongside that.

When a character attacks another character in melee, they roll an Opposed Test with the appropriate Skill — Melee (Basic), Melee (Two-handed), etc. The Defender rolls with an appropriate Skill, depending on how they’re protecting themselves — Melee (Basic) if they’re parrying with their main weapon, Melee (Parry) if they’re using a main gauche or similar, or Dodge if they’re trying to get out of the way entirely!

The result of this roll is different depending on who wins the Opposed Test: if the Attacker wins, they deal Damage, and if the Defender wins, the blow is deflected.

Salundra seizes the initiative and dives at the thug, swinging her fists wildly — she rolls 14 against her Melee (Brawling) of 49: success with +3 SL! The thug, blindsided by Salundra’s ferocity, attempts to duck out of the way — he rolls 33 against his Melee (Brawling) of 36: success with +0 SL.

The difference in the SL of an attack Action — in both melee and at range — is added to the Damage dealt. If this would be a negative difference, it is made positive (e.g. −1 SL vs −6 SL = +5 SL).

The total SL is +3 for the above attack, and Salundra is Unarmed with a Damage of +SB+0. Salundra’s Strength is 36, so her Strength Bonus is 3, making a total Damage of 6! The thug is wearing no armour on his Right Leg (where the blow hit), so only reduces this by his Toughness Bonus of 3, to 3 Wounds. Salundra went low, it seems, and only narrowly missed a punch to the groin!

riticals & Fumbles

But remember what I said about winning not being the same as succeeding? Take another look at the thug’s roll above — a 33… That’s a Critical! Remember that rolling doubles on a successful Melee Test results in a Critical, whilst rolling doubles on a failed Test results in a Fumble.

Even though the thug failed to win the Opposed Test — and therefore was hit by Salundra — he managed to deal a Critical Wound to her!

The thug rolls 1d100 to determine where the Critical Wound falls, and scores a 19 — Left Arm. He rolls 1d100 on the Critical Wound Table, and scores a 22 — a Sprain! Whilst Salundra goes low to punch the thug in the groin, he jumps back and swings his fist down. The blow cracks against Salundra’s left shoulder, janking it out of place, and giving her a Torn Muscle (Minor) injury, as well as dealing 1 Wound unmodified by her Toughness Bonus or Armour!

In this way, combat is always dangerous. There is never a situation where you’re entirely safe to get mucked in!

Gunnar follows Salundra into the fray, swinging his ham-sized fists left and right. He goes to beat up one of the thug’s cronies, and rolls a 55 against his Melee (Brawling) of 45 — a failure with −1 SL. The crony is so utterly thrown off by this assault, he rolls a 92 against his Melee (Brawling) of 31 — a failure with −6 SL! Gunnar won the Opposed Test, so deals Damage equal to the difference in the SL (+5) added to his SB (3) for a total of 8 Wounds!

However, Gunnar also rolled a double on a failed Test, so Fumbled. He rolls 1d100 on the Oops! Table, scoring a 44 — his manoeuvre left him out of place, with a −10 penalty on his next Action. Not surprising, given how reckless he was being!

When SLs are Tied

In the event that both Characters score the same SL on an Opposed Test, we compare the relevant Skill or Characteristic being rolled, with victory going to the higher trait. If there’s still a tie, the GM can either count it as a stalemate and nothing progressed that Round — two equally matched fighters circling each other, failing to get the upper hand — or the GM may ask for the Test to be retaken.

The crony recovers from Gunnar’s blow to the gut, and swings a fist in return, rolling a 25 against his Melee (Brawling) of 31 — success with +1 SL. Gunnar, surrounded on all sides, decides to duck to the side, rolling a 21 against his Dodge of 33 — success with +1 SL. The SLs are tied, but Gunnar’s Dodge (33) is greater than the crony’s Melee (Brawling) (31), so Gunnar wins the bout, and the swing goes over his head through empty space.

‘It’s Not About Winning or Losing…

...it’s how you die along the way.’

Right? That’s how the saying goes, yeah?

Success Levels add a level of granularity that lets Players and GMs alike express the true range of possibilities in WFRP — from horrible farce to dashing heroics. If you’ve any questions about the above, ask away on our social media channels, and we’ll answer you as soon as we’re finished beating up these rascals in the Red Moon Inn (because, let’s face it, Salundra and Gunnar are going to need all the help they can get).

Until next time, folks!

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Rough Nights & Hard Days offers five interlinked scenarios for Warhammer Fantasy Roleplay written by series veteran, Graeme Davis. These can be played as stand-alone adventures, or combined into an epic five-part campaign, where the Characters become embroiled in a bitter dispute between two of the Empire’s quarrelling noble houses. Rough Nights & Hard Days also introduces an entirely new playable species, and presents a variety of pub games to amuse and confuse players.

Rough Nights & Hard Days Includes: 

  • A Rough Night at the Three Feathers: a quiet evening at the riverside inn becomes very eventful indeed.
  • A Day at the Trails: a much-awaited trial-by-combat becomes memorable for all the wrong reasons.
  • A Night at The Opera: an evening of cultured opera descends into farce and horror.
  • Nastassia’s Wedding: a celebrated society wedding does not go according to plan.
  • Lord of Ubersreik: competing factions gather for a ball that quickly becomes a battlefield.
  • Pub Games: one learns of the many pleasant pastimes of which one can partake in the local tavern.
  • Gnomes: a mysterious, new playable-species is added to Warhammer Fantasy Roleplay.

Rough Nights & Hard Days is the perfect addition to any game of Warhammer Fantasy Roleplay as it can be used to start a new campaign, to support the design of exciting locations, or to enhance an ongoing story with exciting new adventures and rules.


Rough Nights & Hard Days is expected in Quarter 2 2019.

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The WFRP4 Errata addresses errors in the text of the core rule book, click here: WFRP Errata or on the image below to download. While it is essentially complete, we may update it slightly over the coming months. We have no plans to include the errata in any hard copies at present and we have also added it to DriveThruRPG for those who wish to download it there.

A future Q&A will address applications of the rules, and answer  specific questions with examples. We will update here and on social media once we have a definite date for this.

Click to download PDF!

Click to download PDF!

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We have just added the Game Master and Player Maps to the Starter Set, with the pre-gens and other small edits to follow next week.

With this final piece of the puzzle finished we can focus on getting the set printed! We will update in relation to shipping as soon as we know more.

Keep an eye on Facebook and Twitter for news and updates!



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We are delighted to announce that The Warhammer Fantasy Roleplay Starter Set PDF is now live on drivethrurpg:


This fantastic introduction to Warhammer Fantasy Roleplay includes a 64-page guide to the town of Ubersreik and a 48-page Adventure Book to teach you how to play, with an introductory adventure plus 10 follow-on scenarios.

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From the WFRP First Edition archive - a complete guide to the great city of Middenheim!


Ancient and imposting, the walled city of Middenheim perches atop a sheer-sided pinnacle of rock. On all sides stretches Drak Wald forest, where Beastmen dwell, and not far to the north lie the spawning-grounds of Chaos. Middenheim has stoof here for over two thousand years;yet while the solidity and majesty of the city seem to say that it will endure for centuries more, there are some withint he city who wish it and its inhabitants a very different fate…

Middenheim: City of Chaos is a detailed guide to the greatest of the Empire’s three City-States, the home of the cult of Ulrich, the God of War, Wolves and Winter, and the popel who control it. This book comes complete with a full-colour poster-sized map of the city and is packed with information.

History, campaign ideas, ‘cameo’ adventures, NPCs, dozens of superbly detailed locations; there’s enough to keep the most active of adventurers busy for months.

This PDF combines material originally published by Hogshead Publishing in 1998.

We’ve painstakingly scanned every page, and created a PDF that maintains the appearance of the original. This does make for a slightly larger file than we’d normally produce, but on this occasion, we think it’s worth it for all the great First Edition feel! The PDF is also extensively bookmarked for ease of reference.

Download now at https://www.drivethrurpg.com/product/250285/Warhammer-Fantasy-Roleplay-First-Edition--Middenheim-City-of-Chaos?affiliate_id=169435

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Out now in PDF: Marienburg: Sold Down the River for Warhammer Fantasy Roleplay First Edition!

Where Seagulls Dare 

At the sea-mouth of the River Reik stands Marienburg, the world's marketplace: the largest richest most corrupt and most dangerous city port in the Old World.

Here everything is for sale and nothing is without a price.In the markets and docks traders win and lose fortunes of exotic cargoes from every land. Meanwhile in slum taverns or beside filthy canals, more sinister deals are done for smuggled weapons, stolen booty, secrets, loyalties, bodies or worse. And with the Empire and Bretonnia both eyeing Marienburg’s wealth and location, the city is on a knife-edge, filled with racial tension, espionage and fear.

Built on 100 islands Marienburg is home to the richest man alive, the only enclave of Sea Elves in the Old World, and more gold then adventurers can dream of. Here on the edge of the Sea of Claws are so many chances for adventure, excitement and messing about in boats that even a corrupt local dock-master couldn’t count them all.

Marienburg: Sold Down the River is a complete an incredibly detailed city sourcebook for Warhammer Fantasy Role-play containing everything at GM needs to run adventures and campaigns in this unique city.

It includes descriptions maps and histories of Marienburg and the surrounding Wasteland, information on Marienburg’s politics religion is laws and criminals as well as details of eight of the city is most important districts over 40 individual locations and almost 60 fully detailed non player characters all with connections and secrets that can be used to create plots and adventures all the elements of woven together to create one of the most complete coherent and fascinating city sourcebooks ever released to any RPG.

Plus there is a complete scenario and 15 adventure seeds rules were trading and smuggling information on how to generate Wastelander PCs atmospheric artwork that brings Marienburg and its inhabitants to life and incredible panoramic the post map of the entire city and more.

This PDF combines material originally published by Hogshead Publishing, including the poster map of Marienburg.

We’ve painstakingly scanned every page, and created a PDF that maintains the appearance of the original. This does make for a slightly larger file than we’d normally produce, but on this occasion, we think it’s worth it for all the great First Edition feel! The PDF is also bookmarked for ease of reference.

Get it here: http://www.drivethrurpg.com/product/248770/Warhammer-Fantasy-Roleplay-First-Edition--Marienburg-Sold-Down-the-River?affiliate_id=169435

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Pre-order customers should look out for  emails about how to get ready to download the Warhammer Fantasy Roleplay Rulebook pdf as soon as it is released.  You won’t be able to access the PDF yet. But watch this space, it's coming very very soon! And is totally worth the wait.

This release is a preview edition, as we wanted to let our great fans see this as soon as possible to say sorry for the delays so far. It is complete apart from the last map, page refs and the index. A complete PDF will be re-uploaded soon.

We are as excited as you to release the game and apologise for any confusion caused by the emails which went out today. We are learning from this experience and will make things simpler in the future.

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In preparation for the launch of the Warhammer Fantasy Roleplay Rulebook in PDF, we have made a pre-order page on DrivethruRPG and RPGNow. This won’t be a long pre-order period, the PDF will be uploaded within a week – the pre-order means everyone can receive the PDF at the same time.

The PDF preorder page is here: http://www.drivethrurpg.com/product/248284/Warhammer-Fantasy-Roleplay-Rulebook-PREORDER?affiliate_id=169435

We offer a complimentary PDF with the physical book when you buy from a retailer participating in the Bits and Mortar scheme, or from the Cubicle 7 webstore. Directly from us, the PDF is delivered through DrivethruRPG/RPGNow, and because we feel it’s important that pre-order customers don’t have to wait while we send out links to their copy, we set it up in advance so that everyone gets access to the book at the same time.

You can find out more about the book pre-orders here http://shop.cubicle7store.com/epages/es113347.sf/en_GB/?ObjectPath=/Shops/es113347_shop/Categories/Warhammer_Fantasy_Roleplay

The rulebook is almost complete, but so you don’t have to wait any longer than strictly necessary, we’ll first release a preview edition, which is complete apart from the last map (which will be in the endpapers of the book) and the index (we want to make a great index, and that is a lengthy process!). Unless there’s a disaster, these last parts will be completed within 2 weeks and the complete PDF will be re-uploaded for you.

Not only does this mean that you can have a look as soon as possible, it also means a greater opportunity for any errors or omissions you spot to be incorporated before we go to print.

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Magic is one of the defining aspects of the Old World. Here’s a sneak peek at how we’ve handled it.

Gone are the days of magic points or a discrete magic statistic: we use the same core system for casting spells as we use for all skills. Spellcasters simply make a Language (Magick) Test. If their Success Level equals the Casting Number of the spell, bingo! The spell is cast. Fail, and it isn’t. Fumble, and you’ve Miscast, and something bad is about to happen…

Miscasts can be really nasty. The Winds of Magic are extraordinarily powerful, and spellcasters must perfectly phrase their spells whilst carefully channelling the magic needed to power them in order to escape unharmed. The slightest error, and the magic will spiral out of control, sometimes to devastating effect. If lucky, the repercussions will be minor — soured milk, or your nose begins to bleed; if unlucky, the spellcaster, and any close by, may be torn apart by the wild, uncontrolled magic.Image 1

To cast more powerful spells (those with higher Casting Numbers) a wizard may use the Channelling skill to draw in the Winds of Magic. While this offers the spellcaster more power, it comes with an attendant risk, making miscasts even more likely.

 (Also making miscasts more likely is the pervasive influence of the Ruinous Powers, but good folk of the Empire never involve themselves with such horrors, so we should probably move on quickly…)

If spellcasters Overcast, which means achieving more Success Levels than needed, they may choose additional effects, such as additional range or duration. In practice, this means more experienced spellcasters can achieve more powerful outcomes.

Most wizards begin by manifesting tricks in the form of Petty Magic. Taking the Petty Magic Talent gives a wizard access to a handful of Petty Spells, and they may learn more by expending XP.

When spellcasters gain the more potent Arcane Magic Talent, they gain access to one spell from the lore of magic they are studying. More spells may be learned by expending even more XP.

Fortunately, there are many spells available to buy. Magic wielding players are spoiled for choice, with 135 to choose from in the core book alone.

That breaks down as follows:

  • 25 Petty Spells

Low-level cantrips with minor effects, like Magic Light or Protection from Rain.

  • 23 Arcane Spells

These are universal spells, representing the most common applications of Magic in the Old World. These include conjuring magical weapons, or armour, magic missiles or chain attacks, or causing foes to drop weapons.

  • 64 Colour Spells

These spells reflect the key attributes of the 8 Winds of Magic what blow through the Warhammer World. Spells from the Lore of Beasts allow Shamen to influence animals or change their form, while those for the Lore of Shadows are subtler, including illusions, spells of concealment, and the ability to choke foes with tendrils of shadowy magic.

  • 6 Hedgecraft Spells

These spells are used by Hedgefolk, rural witches who practice an ancient, and illegal, brand of magic that allows them to heal and protect, and to engage with the spirit realm.

  • 6 Witchcraft Spells

Practioners of witchcraft are rogue spellcasters, and their Lore spells are particularly nasty, allowing them to blight the landscape, or curse their enemies with bad luck or crippling pain.

  • 11 Dark and Chaos Spells

An initial selection of spells for Daemonology, Necromancy and Chaos Sorcerers are also included, aimed to bolster your NPCs with some unique, characterful spells.

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Spellcasters may learn spells from their own unique lore, and/or the Arcane spells. So a Magister of the Celestial Order may choose spells from the Arcane list and the Lore of Heavens, while a Witch may choose from the Arcane list and the Lore of Witchcraft. That gives players (and GMs) enormous versatility when constructing magic-using characters.

The magic chapter includes rules for ingredients, which can reduce the effects of miscasts (at a cost), as well as dispelling. It also explains how to add flavour to the Arcane spells, reflecting the influence of the wind of magic being channelled. For example, damaging Arcane spells cast by a Wizard with the Arcane Magic (Fire) Talent will set their targets on fire, in addition to other effects.

The rulebook also contains separate rules for clerics who can empower their prayers with divine might. This uses a similar system, and presents 19 minor Blessings, and 60 Miracles, with 6 for each God. Look out for more on those in a future post!

And that’s it for the Magic preview. As always, if you have any comments or questions, head over to our Facebook page, where we will have a member of our design team on hand again.

We’ll be back very soon with another preview and the latest news on the rulebook, which is within touching distance of being finished.

Actually, while you wait, let’s have a glimpse of what’s coming next…

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