Buildings of the Reikland

If you pre-ordered the WFRP Core Book prior to November 2018, you should have received an email today with a link to download the 'Buildings of the Reikland' file as promised. We hope you enjoy it and would like to thank you all for your patience and continued support!

Please just check your SPAM folder in case it's hiding in there! For all our other WFRP fans, we will make the buildings available to purchase on Drive Thru RPG in a month.


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We are delighted to officially announce that WFRP: Enemy in Shadows - Enemy Within Campaign Director's Cut Vol. 1 and the Enemy in Shadows Companion are due in stores in Quarter 3 2019! #WARHAMMERWEDNESDAY

Enemy in Shadows - Enemy Within Campaign Director's Cut Vol. 1

At the appointed time, we shall rise from our secret places and throw down the towns and cities of the Empire. Chaos will cover this land, and we, the Chosen Servants, shall be exalted in HIS eyes. Hail to Tzeentch, Changer of the Ways! Njawrr’thakh ‘Lzimbarr Tzeentch!’

The Enemy Within is the revised and updated Director’s Cut of one of the most highly regarded roleplaying campaigns ever written. Enemy in Shadows presents the first part of the epic Enemy Within campaign, the sequence of Warhammer Fantasy Roleplay adventures that inspired a generation of gamers. So, gather your heroes as you take them from humble beginnings as penniless adventurers to the halls of the great and powerful, where every decision can change the fate of the Empire.

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(Part #1)

It's that time of the week again, #WARHAMMERWEDNESDAY!  So, let's get stuck right into Ben's latest blog!

It's WFRP Time, again! Hey folks, I'm Ben, and I literally cannot stop talking about Warhammer. Honestly, it's a serious problem... but we'll manage, won't we? This week, my compulsion has me thinking about all the little optional rules scattered throughout Warhammer Fantasy Roleplay, and what they might mean for the fiction of your Warhammer game, in addition to the mechanics.

As I've said before, the fiction is as important as the mechanics of a game, and the two are closely related. We know WFRP is a game about gritty heroes because we have so many rules dedicated to permanent injury, disease, and the slow encroachment of Chaos. The mechanics reinforce the fiction, and vice versa. Therefore, it stands to reason that every change you make to the rules — whether it's house rules or the Options given to you in the rulebook — will, in turn, change the fiction of your campaign.

I'm all for customising play experiences (and the Golden Rule on page 149 enshrines this), but I'm even more for understanding those choices and making informed decisions. Design is, after all, 9-parts research, 1-part action! So let's dive in, and see what our meddlesome behaviour brings…

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We hope that by now you are getting into our weekly WFRP blog posts by C7 writer Ben Scerri. If you've missed any, you can catch up on our blog anytime. As always we would love to hear your feedback on our Facebook and Twitter  pages. For now,  let's get stuck into blog number 6!

Hello, everyone! My name is Ben, and I’m here to discuss the most diminutive yet least disparageable (despite popular belief) Species currently available during Character Creation: the Halflings! There are a few misconceptions concerning Halflings online, and I’m here to clear these up. The focus today is the Size rules on page 341 of Warhammer Fantasy Roleplay Core rulebook. For many, what I discuss here will be obvious; but for some, it will come as a surprise. So, grab your best Rumster's pie and settle into your comfy chair, and let's talk Halflings!

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It's #WarhammerWednesday time here at Cubicle 7 and that means another super WFRP post from C7 writer Ben Scerri! This week its all about Creatures! Let us know on Facebook and Twitter how you create Creatures for your games — and definitely regale us with stories of your own twisted creations! If you missed Ben's previous posts, settle in and catch up on post one, two, three and four now.

It’s that time again! Hey folks, I’m Ben Scerri, and I am Excited™ to jump back on my soapbox and wax lyrical about all things WFRP! This time around, I’m going to poke my head into the Bestiary, and I’ll explain the various methods I used to create Creatures for every WFRP occasion. Let’s begin!

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We hope you have enjoyed the last few in-depth WFRP blog posts from C7 writer, Ben Scerri. If you missed any, you can catch up on post one here, post two here and last weeks post right here. Today, Ben is discussing all thing Elven! As always, we love to get your feedback on Facebook and Twitter!

Continue reading for more!

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As its Warhammer Wednesday we want to share the third in our series of WFRP Blog Posts from C7 writer Ben Scerri. If you need to catch up on his previous in-depth posts you can find the first one here and the second here. You can also join the C7 chat on Facebook, Twitter and Instagram to give us your feedback. You can find the WFRP4 Core rulebook in stores now or order directly here.

Hello again, folks! Today we’re talking setting expectations in WFRP — that’s right, we’re doing a little Gamemaster advice! The rulebook is full of mechanics, stories, hooks, monsters, spells, careers, trappings… EVERYTHING you might need to run a game. But today I want to talk a little about starting a game, so that’s where we’re going to jump in right now.

‘Nobody expects the Estalian Inquisition… but they sure as Sigmar should expect your game sessions!’

A good campaign will begin by setting expectations (especially in reference to what you should expect from the setting *wink*) — what are the likely themes, what are the boundaries, what are Characters going to spend most of their time doing — which allows the Players to become invested, and play their Characters to the strengths of the shared story.

I have a little tool I like to use when starting a WFRP campaign, and — like all good things — it owes its roots to the Ruinous Powers!

Let Chaos into your Campaigns

The four Chaos Gods have always stood as the four main pillars of what makes a good, fully-fleshed-out Warhammer experience to me. In them, we see the greatest extremes of Human emotion, and given Warhammer is a deeply emotional setting, it makes sense that Khorne, Nurgle, Tzeentch, and Slaanesh are the furthest extremes therein!

I like to think of each Chaos God as a slider — a scale from ‘0’ to ‘Tzeentch’ — that tells us how much we want to focus on that God’s style of extremism in play. A good campaign — in my opinion — will focus about half of the time on one God’s sphere, then have two other God’s peppered through, making up most of the other half, with the final God used only in extreme circumstances… What do I mean? Well, that’s a good question: let’s break it down further, shall we?

Khorne: Violence, Combat, and Military-Fiction!

Khorne — the Blood God — is all about killing things, fighting enemies in glorious battle, and likely dying at the end of a sword.

Campaigns that feature Khorne’s sphere of influence heavily likely have a lot of combat in them: the Characters hunt monsters, or serve in the State Army of Altdorf, or plumb the depths of a Dwarf ruin, or serve as sewer jacks beneath Ubersreik! These sorts of campaigns can expect combat at least every session, with the risk of death always being right around the corner.

Players are encouraged to choose Careers that focus on martial Skills and Characteristics, or those that supplement martial Characters (barber-surgeons, wizards, priests, and so on). Additionally, Players are encouraged to have back-up Characters ready in case their main Character passes through the Portal during a session, and greets Morr, the God of Death — perhaps taking control of a non-player character, like a hireling brought along for extra muscle.

GMs of these sorts of campaigns will want to be very familiar with the rules of Combat and Injuries, and might want to ignore the Sudden Death rule entirely! Further, the GM should focus on the action at the table — don’t worry about backstories and intrigues too deeply. Draw the Characters into conflicts using visceral threats — enemies knocking down the door, the threat of being hanged as a criminal, the murder of a loved one or notable-about-town.

Nurgle: Decay, Disease, and the Downtrodden!

Nurgle — the Fly Lord — is the perfect vector for stories of societal decay (both literally via plague, and figuratively via corrupt politicians) and hopelessness, with Characters struggling to hold back an inevitability.

Campaigns that feature Nurgle’s sphere of influence heavily likely have a lot of roleplaying with the downtrodden, lots of insidious cults, and lots of gritty ‘realism’ for the Characters to struggle through. Finding a meal and a place to sleep is a concern. Staying out of the rain so as not to catch cold is paramount. And avoiding the boil-covered beggars on the steps of Shallya’s temple is more than mere colourful description: it is the difference between life and death!

Players are encouraged to buy into the horrific themes of these sorts of campaigns: generally speaking, it’s impossible to scare someone whilst playing a game unless they want to be scared. Players should also look at Characters that mire them in the conflicts — so they can’t just walk away from all the horror — through academics who are rooted to a place of study, community leaders or family-oriented Characters, or other such small-folk who don’t have the luxury of leaving.

GMs should read up on the rules for Disease and Infection, Psychology, and the Between Adventures chapter. Further, the GM should look for what the Characters want, and use unconventional methods to threaten them. The GM should strive to stretch the Characters beyond their means, and to push them into hopelessness, and terrible consequences. This is not the sort of campaign folks should be foisted into without first agreeing to it!

Tzeentch: Mysteries, Machinations, and Mutations!

Tzeentch — the Lord of Change — is a cunning tutor for the twisting of fates, and circuitous logic, with the Characters chasing leads, learning of foul cults, and uncovering secrets laid down in the dusts of time.

Campaigns that feature Tzeentch’s sphere of influence heavily likely have a lot of background woven in by the GM, involve investigations, conspiracies, and lies being told. The Characters themselves may even have secrets from each other — though it’s often more fun if the Players are all in on the secrets, so everyone can appreciate the dramatic irony when they come into play. Learning things that should be left alone, and the ever-present threat of Corruption are constant themes in these campaigns.

Players are encouraged to create Characters with deep motivations that run beyond merely generating wealth, fighting the good fight, or becoming famous. Characters with aspirations — the sky’s the limit — are easier to goad into terrible acts, and give everyone a good playing field to ask questions like ‘Do the ends justify the means?’ Characters in these sorts of games also benefit from having some means already — nefarious connections, obscene wealth, a seedy past, or access to forbidden knowledge.

GMs should read up on the rules for Mutation, Corruption (specifically Dark Deals), and the investigation Skills like Bribery, Gossip, Intimidate, Intuition, and so on… Further, the GM should become deeply familiar with genre fiction — such as farce and noir — and learn to ask Player Characters leading questions such as: “Who was it who murdered your mother?” rather than “What happened to your mother?” This sort of game requires more preparation time for the GM, so it’s not encouraged if you’re time-limited, but I find it the most rewarding style of play.

Slaanesh: Depravity, Intrigue, and Inequality

Slaanesh — the Prince of Excess — is a seductive god who’s stories involve the worst of Humanity’s crimes. The inequalities of the Nobility, the hypocrisies of the Cult of Sigmar, and the undercurrent of Human greed and perversion are the constant threats to the Characters…

Campaigns that feature Slaanesh’s sphere of influence heavily likely deal with some real-world problems dialled up to the extreme, and can act as catharsis or amusing satire. Real world history can often provide inspiration for these sorts of campaigns, by tying in political figures past and present! Mostly, though, these campaigns will be about Characters talking, scheming, and stabbing each other in the back.

Players are encouraged to create Characters and stories that revolve around the movers and shakers — the nobility, the priesthoods, the wizards in Altdorf — whether directly (by being those figures) or tangentially (by serving, investigating, or surrounding them). Players should pay special attention to their Ambitions, and should work together to create potentially conflicting stories! If everyone is engaged and onboard, a campaign where the Characters are in opposition to each other can be very entertaining — so long as everyone is still having fun, and respects each others boundaries. Remember, a good story is more important than ‘winning’.

GMs should read up on the rules for Ambitions, and the politics of the Reikland / world history. Further, they should spend the majority of their preparation time planning interesting non-player characters with as deep Motivations and Ambitions as the Characters — perhaps even going so far as to give them their own full Character Sheets and engage in Between Adventures Endeavours just like everyone else! GMs are well served by having a relationship map of their non-player Characters, and often find most of their planning being reactive to the Players’ actions.

Chaos Undivided

Now that we’ve discussed our individual ingredients, let’s mix them together and see what pops out! I’ll pitch four example campaigns, with a combination of the four sliders — one set high, another two at the low end, and the last for a single epic moment in the game…

Slaanesh, with a dash of Khorne and Tzeentch, and a pinch of Nurgle. The Characters are servants and courtiers in a noble court, where duelling, backstabbing, and political intrigue are their bread and butter. Play revolves around pursuing their own goals whilst guarding their backs from the machinations of jealous and scheming rivals and villains. The threat of disease and starvation should be far from their minds… until a terrible winter spreads famine and plague across the land.

Tzeentch, with a dash of Slaanesh and Nurgle, and a pinch of Khorne. The Characters are burghers, investigators, local priests, and rat catchers — local folks in a big city — where something just isn’t right. People are going missing — dying of strange wasting illnesses — whilst new and strange folk are rising with great fortune. Only the Characters can put the pieces together, and confront the darkness growing in their midst...

Khorne, with a dash of Nurgle and Tzeentch, and a pinch of Slaanesh. The Characters are members of a mercenary company, stationed on the edge of the Empire, or deep in the Border Princes, who must contend with the constant threat of war, starvation, and the wasting diseases that war brings. But not everything is as it seems, and a mastermind behind the company has other, darker, plans — perhaps uncovering something from the hands of their enemies. Will the Characters be mere pawns of their general, keeping their eyes down and their bellies passably full? Or will they root out the cancer in their midst?

Nurgle, with a dash of Khorne and Slaanesh, and a pinch of Tzeentch. The Characters are members of a small community in the deepest parts of the Reikwald, in a forgotten corner of the Empire. Their lives are hard, and it’s a constant struggle to keep everyone’s mouths fed, and their spirits up… But such hardship breeds cruelty and corruption — will the Characters fall to this temptation, or will someone, or something else have to take matters into their own hands?

Talk About Daemons…

What I want you to take away from this is to talk about your daemons as a group. What do you care about? What do you find fun? What haven’t you played before? Discuss this as a group, before you begin to make Characters, and you’ll find a far stronger narrative, with more entrenched themes and fun, bleeds through.

I hope you let us know on our social media channels which of the above styles of play is your favourite, and your best advice for running those kinds of games!

Until next time, folks!

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This is the first in a series of in-depth Cubicle 7 WFRP blog posts from one of our writers, Ben Scerri. The aim of these posts is to give expert advice and insight into many different aspects of Warhammer. Take a read and join the chat over on FacebookTwitter and Instagram! Click here to find out a little more about Ben! #WarhammerWednesday


Hi folks, I’m Ben, a writer on Warhammer Fantasy Roleplay 4th Edition — and I’m here to do my very favourite thing: talk about WFRP! It’s been a joy to see everyone dive deep into the new edition with such gusto. So let’s wade in, sword swinging and… hmm...

If we are fighting, I should really use something to defend myself with, right? Should I parry with my hand weapon, get myself a shield (and then, what size?) or should I pick up a specialist parrying weapon? And it looks like I’m not the only looking to find the best way to muck in, 4th Edition has given us more options than ever before to defend ourselves — so let’s go through the pros and cons of each method.

To my mind, the flavour, the fiction, is as much a mechanic as the numbers. We’re not just going to look into the maths behind each option, but also what each option means. What does it say about you to carry a great axe around? And is it a faux pas to carry a buckler with your rapier rather than main gauche?!

Let’s get into it, shall we? We have three primary options when parrying (obviously, this doesn’t include Dodging):

  1. Parrying with a normal weapon,
  2. Parrying with a shield,
  3. And parrying with a specialist weapon.

Sticking to Basics: Parrying with a Normal Weapon

Parrying with a normal weapon means, well, what it says on the tin: using a weapon — either in your primary or secondary hand — that is ordinarily used for offence. There are three situations where this would likely occur: you only have a weapon in your primary hand, and nothing else; you are wielding two weapons, one in each hand; or you’re carrying a two-handed weapon.

Whatever the reason for parrying with a normal weapon, a Character will use their appropriate Melee Skill to Oppose their attacker’s Melee Skill. This is often a good bet: Characters in a battle without a back-up plan are likely skilled with their main weapon… Or they were surprised… Or they’re too poor to afford anything else! Therefore, fighting like this is functional, economical, and likely wise for many combatants.

But there is a problem with this style of fighting: you’re entirely relying on winning an Opposed Test. You’re also utterly at the whims of an opponent at range. However, if you’ve chosen to wield a massive two-handed weapon, or are combining a secondary weapon with the Dual Wielder Talent, then these may be wise-enough trade-offs.


There are also social ramifications to this sort of fighting. Consider how foolish you’d look fighting a well-prepared knight — armed with a sword and shield — with only an axe in hand. Consider how uncouth you’d be to draw a massive bastard sword in a duel with a foppish noble, wielding a rapier and main gauche. Hand and great weapons are tools of personal defence — they lack the subtlety and style of purpose-built weapons like a foil or rapier. You couldn’t really get away with strolling into a noble court with a pike tucked into your belt, could you?

Nothin’ Like a Good Shield

There’s a reason Humans — in the real world, that is — have used shields since before written records, all the way until… well… now. Shields just make sense: someone is swinging or shooting something pointy at you, so put a big piece of wood or metal in the way! The same is true of shields in WFRP — especially in the latest edition, where they’ve been given all sorts of bells and whistles that shake up the regular push and thrust of combat!

Shields bring with them a lot of mechanical benefits, so let’s take a look at each one, and then address the individual kinds of shields.

All three shields are in the Basic weapon group — so use Melee (Basic) as their attacking or defending Skill — and have the following three Weapon Qualities: Shield, Defensive, and Undamaging.

Defensive is nice and straight forward: when you are wielding the weapon, you gain +1 SL to the Melee Test when defending. This even works if you are defending with a weapon in your other hand as you manoeuvre your shield into the path of any incoming weapons! When combined with the fact you’re likely to have a relatively high Melee (Basic) Skill, you should have a good chance of entirely parrying many incoming attacks (or at least reducing the difference in the SL). The Defensive Quality also allows shields to be used with Melee (Parry), which forgoes the –20 penalty you’d receive for using Melee (Basic) in an off-hand (if you don’t have Ambidextrous).

Undamaging isn’t the best, but given it’s a shield and you’re unlikely to be attacking with it unless you happen to have the Dual Wielder Talent, this shouldn’t sour you too much. This quality means all AP are doubled against attacks from shields, and said attacks don’t deal a minimum of 1 Damage.

Shield (Rating) is where things really shine — when using the shield to defend, you count as having Rating APs on all locations. This can be used to deflect Critical Wounds, and at Rating 2+ (so, a normal and large shield) you can even defend against ranged attacks! This is a game changer!

So, let’s look at the individual shields. Our Shield (Buckler) is the cheapest option — at 18/2, so just shy of a crown — and gives Shield 1. Alongside Defensive, this is already a sound tactical choice: you get to use the better of either Melee (Basic) at –20, or Melee (Parry), whilst getting a +1 SL on all defense Tests, and +1 AP to all Hit Locations when defending with the shield. Even if your opponent gets through, their attack will be severely hampered by this impressive defence!

Next, we have the Shield and Shield (Large), which are 2GC with Shield 2 and 3GC with Shield 3 respectively. Both carry the same tactical advantages as the Buckler, but with the added benefit of protecting against ranged attacks in line-of-sight — the only protection available against such attacks. Whilst they’re certainly expensive — and therefore outside of the reach of many adventurers — they would be my absolute first purchase.

In fact, it’s worth stating that I would purchase a Shield well before any armour pieces. Why? Well, because even though a Shield costs 2GC, a full suit of even Leather — which would only grant 1 AP on all locations, rather than 2 AP with +1 SL to defend — costs 1GC 14/–. For only 6/– more, you’re getting double, and then some, the value!

But it’s not all mechanics and mathematics. This is a roleplaying game, after all — you’re going to need to chat to some non-player characters before long, and I doubt the dandy will take too kindly to some raggedy hedge knight hefting around a massive shield. No, unfortunately, shields are not in fashion with the rakes and rapscallions of the Empire — though bucklers still get plenty of use by the middle class — which will mean you may have lost the war (for your honour) even before you’ve deflected a blow. Furthermore, shields are a practical symbol of war — you can’t hide them, you can’t side-step them. If you walk into a village carrying a shield, folks are going to know what you’re looking for and are used to dealing with trouble. Is that the kind of attention you want to bring?

Getting Fancy with Parrying Weapons

Lastly, we have Parrying weapons — either a main gauche or a swordbreaker — which are primarily the purvue of the elite, given their relative rarity compared with shields. These weapons are fashionable, but also highly functional, combining the Defensive Quality of a shield (and everything that brings), with the fact they’re powerful weapons in their own right. However, both of the weapons require the Melee (Parrying) Skill, so unless their wielder is trained in that Skill, they shouldn’t be seriously considered as options.

Let’s consider the main gauche: +SB+2 Damage with the Defensive Quality for only 1GC (though its Rarity will make it a tough cookie to find). If combined with the Dual Wielder Talent, and perhaps the Ambidextrous Talent, this would result in a powerful defensive and offensive option in combat.

But the weapon I really want to talk about is the swordbreaker. Only 2/6 more expensive than the main gauche, and being merely Scarce, this tricky little weapon delivers much: +SB+3 Damage, Defensive, a longer range (Short, as opposed to Very Short), and the curious Trap-blade Quality. What does Trap-blade do? When rolling a Critical whilst defending, you can force an Opposed Strength Test adding the SL from the Melee (Parry) Test. A success results in your opponent being disarmed, but success with +6 SL destroys the weapon entirely!


Parrying weapons are by far the easiest to place in social contexts — they’re very popular amongst the upper classes, and help you fit in with them. They also make you seem more fashionable among the middle-classes, and help you stand out amongst the lower-class locales. Furthermore, they’re much easier to conceal, so you can gain the benefits of ‘just having a hand weapon’ right up until your opponent has underestimated you and you draw your cunning swordbreaker.

Just Don’t Die, Alright?

Really, at the end of the day, it doesn’t matter how you fight so long as you live to talk about it (and maybe look good doing it), right? That’s the real WFRP way. I hope this little deep-dive helped frame your character's weapon tastes a little better, and I look forward to hearing about your favourite combinations on our social media channels.

Until next time, folks!



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Download the new WFRP Errata 28 Feb now!

We have made some additional small amendments to the WFRP4 Errata today, it now includes extra clarifications about gaining Talents, ranged combat, spells, and how Stomping works. Not only this, but we've installed them all into the WFRP4 core rule book pdf!

If you downloaded from DrivethruRPG originally you should have received another email alert with a link to download the new full PDF. Bits and Mortar will be updated soon.

DrivethruRPG link: https://www.drivethrurpg.com/product/248284/Warhammer-Fantasy-Roleplay-Fourth-Edition-Rulebook?src=hottest

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We have updated the Warhammer Starter Set PDF on DriveThruRPG, if you have purchased this title previously, you should have received an email update recently, if you have not, do check your spam folders. It has now gone to print and we will update in relation to shipping as soon as we know more. Keep an eye on Facebook and Twitter for news and updates!
Details below will allow you to choose which updates to download. This new update also includes a Read First Page.
List of Updates
A Guide to Ubersreik: 16 changes, all minor typographical changes
Adventure book: 23 changes including a significant update to Unions & Reunions (page 43), a minor updates to The Markplatz Riot (page 8), and minor changes to the Advantage example (page 9).
Gamemasters Maps: Duchy map has many minor amendments.
Gatefold Characters Sheets (and single page sheets): 53 changes, including a handful of typographical issues, minor changes to Salundra, and significant changes to Mollrella and Else.
Handouts: 4 changes, all minor typographical changes.
Introduction to the Empire: No changes
Player Maps: No changes
Read This First: Added to the file.
Reference Sheet 1: No changes
Reference Sheet 2: 7 changes, all minor typographical issues except a change to the Advantage example.
Reference Sheet 3: 2 changes, both minor typographical changes.
If you wish to purchase the completed PDF you can find it here: https://www.drivethrurpg.com/product/261941/Warhammer-Fantasy-Roleplay-Fourth-Edition-Starter-Set?src=hottest_filtered
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