3Aug/18Off

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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21Jun/18Off

Today we’re going to tackle one of the most frequently asked questions about the new edition of Warhammer Fantasy Roleplay: what, exactly, is the stat line? So, with no further ado, here it is:

Weapon Skill (WS) – close-quarters fighting ability

Ballistic Skill (BS) – ranged fighting ability

Strength (S) – physical strength

Toughness (T) – hardiness and healthiness

Initiative (I) – speed of thought, reaction, and awareness

Agility (Agi) – coordination and natural athleticism

Dexterity (Dex) – ability to perform delicate manual tasks

Intelligence (Int) – powers of thought, analysis, and understanding

Willpower (WP) – strength of mind and determination

Fellowship (Fel) – ability to influence and befriend others

Each of these Characteristics has a numerical value, along the same general scale as those used in the first and second editions of the game. That said, as WFRP4 has no upper limit, some nasty creatures have Characteristics soaring significantly higher than 100! Whatever the number, the first or ‘tens’ digit of each Characteristic is its bonus value, which is used in a variety of different ways, including limiting Talents and defining spells, and determining Wound loss in combat.

Characteristics are used as the basis for your Skills. Much like second edition, skills come in two kinds, basic and advanced. Everyone has access to basic Skills, but advanced Skills can only be used if you have learned them, for example as part of your career.

You’ll note that we have Dexterity and Agility — why both? Those familiar with RPGs will have seen those terms used interchangeably. Dwarfs are a great example for why we wanted to include each as a discrete Characteristic. Dwarfs are known for their exquisite works of craftmanship rather than for being flexible acrobatics, and we believed supporting that difference was important, allowing Dwarfs to make intricate machines, jewellery, and artefacts, but not have a natural flair for dance. So we used Dexterity to reflect manual dexterity, leaving Agility to define nimbleness of the body.

Similarly, we wanted to differentiate between speed of body and speed of mind, so we have both Agility and Initiative. Agility is used for tests involving dodging, dancing and similar movements of the body. By comparison, Initiative is used for perceiving, reacting and intuiting what’s happening in the world around you.

Stay tuned for more previews in the coming weeks! We’re hard at work with the finishing stages of preparing the game and will keep you posted as we finalise delivery times. The PDF will be the first thing released, followed by the physical books. Thanks to everyone who has pre-ordered the game, both directly through us and through your friendly local game store. To find out more about pre-ordering, take a look here - http://shop.cubicle7store.com/epages/es113347.sf/en_GB/?ObjectPath=/Shops/es113347_shop/Categories/Warhammer_Fantasy_Roleplay

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30May/18Off

The combat system for WFRP Fourth Edition has its roots in earlier editions of the game, but we’ve made significant changes. The design goals were to speed up fights and eliminate boring stalemates arising from repeated attack roll failure.

When you get into a confrontation, everyone acts in Initiative order. We’ve added in a few alternative options here for you to tailor the game to your play style. You can keep things simple and just use the Characteristic, or introduce some randomness and deploy the GM catchphrase ‘Roll for initiative’, plus several other permutations.

Every combat round you get to move and do something. The ‘something’ might be using a skill, making an attack, casting a spell, and so on. An attack isn’t meant to only represent one swing of a sword arm. It’s movement, positioning, timing, dodges, feints and parries - all the things that happen in exciting fantasy combat.

D100 systems can suffer from so-called ‘whiff factor’ – endless inaction due to everyone failing rolls time and time again. This was something we wanted to eliminate as much as possible. One of the new mechanics we introduced to help with this in combat is called Advantage. You can gain Advantage from sources including Surprise, Charging and winning an Attack Test. Each point of Advantage gives you +10 to your Attack Tests, and represents you pressing your foe back, gaining control of the space, gaining confidence, leaping onto the table, kicking sand in their face, or whatever you feel is appropriate to the battle at hand.

When you attack your foe, you both make a Weapon Skill Test and compare your success levels. If the attacker wins they will have the chance to do damage and gain a point of Advantage. If the defender wins, they don’t inflict damage but do gain the Advantage as they dodge or parry and take the upper hand. There is always an outcome from a combat round – the least that can happen is someone gains Advantage.

You can win multiple points of Advantage, and you keep them until you lose an Attack Test, take a wound or the combat ends. So, if you keep rolling well, you’ll get in your stride and do better and better. But if you lose a Test you’ll lose all your Advantage. It’s a huge amount of fun, especially if you have the Talents or Spells that let you steal Advantage! You get a real sense of turning the tide of battle, or of getting unstoppable momentum and cleaving through your foes.

There are loads of possibilities and outcomes that these rules bring to the table: a combatant can whale on a bunch of lesser foes first, build up a pool of Advantage and then unleash that on the big baddie. Combining the various Skills and Talents that allow characters to work together to make the most of Advantage adds a tactical edge to this exciting way of determining the outcome of a fight.

But it’s certainly not all one-way traffic! Adversaries have special abilities that are powered by Advantage, so can become progressively more powerful. And there’s loads of fun times for the GM in deciding when to use monster abilities, or simply keep a bonus to hit.

And if your foes are building their Advantage up to truly scary levels, Characters can use a point of Resilience (more on this in a later preview) to remove it.

Critical hits are a staple of WFRP, and in Fourth Edition occur on especially successful blows, as indicated by the roll of a double. In addition to extra damage and special wounds, critical hits can inflict a variety of Conditions that change the way combat works for those who receive them.

That’s the core of the new combat system. Of course, there’s much more to it - Strength and Toughness work in ways familiar to players of First and Second Edition, as does armour. Hits are locational. There are fumbles, and ranged combat throws in some interesting and original quirks.

We’ll be talking more about Warhammer Fantasy Roleplay in future previews. Pre-orders for the WFRP Rulebook, Collector’s Limited Edition Rulebook and WFRP Starter Set are open, you can find out more here.


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18May/18Off

In the last few weeks we’ve talked a little more about what you can expect from Warhammer Fantasy Roleplay, opened pre-orders for the rulebook and starter set, and attended a tremendous Warhammer Fest. We’ve had such a fantastic response, thanks to everyone who has pre-ordered or gotten in touch with us, it really means a lot to all of us working on the game.

Today we’re taking a more detailed look at the game system. We’ve already said that it’s going to be a new implementation of the familiar d100 dice system, that you’ll be able to modify it to suit your play style, and that it will offer resolution options with a variety of levels of detail.

When a test is called for – generally a situation where a character is attempting an action, or reacting to an action affecting them – the GM has three choices:

1 – GM decision based on the characters’ abilities

Keeping the game flowing smoothly and quickly is important to keep everyone actively engaged in the adventure. Sometimes, especially when the outcome doesn’t really matter all that much, or the most likely outcome is pretty obvious, the GM is better off eyeballing the relev
ant character(s) abilities and making a call as to whether or not the action succeeds.

When situations are resolved this way, players will need to show trust and respect to the GM – the decision will need to be accepted as logical and impartial and not signal the start of a discussion!

2 – A simple pass/fail test

This is the one most players are familiar with! You decide which characteristic or skill to test, adjust for the difficulty of the test (for example, a hard difficulty subtracts 20 from your ability) and then roll equal to or under that total to succeed. It’s simple (hence the name), quick, straightforward, and tells you if you succeed or fail.

The downside of the quick pass/fail test is that the action stops dead if you fail. It’s fine in many situations, but that hard ‘No’ can be unsatisfying. And if you have grim and gritty, low-skilled characters, they can fail a lot, and that can get frustrating.

But don’t worry, because we’ve included the Dramatic Test – read on!

3 – A more nuanced dramatic test giving a range of outcomes and success levels

Sometimes you need to know what happens next, rather than just ‘yes’ or ‘no’, ‘pass’ or ‘fail’. The Dramatic Test helps you generate an outcome instead. Using Success Levels to show just how well or poorly you’ve done, these tests give you a result that keeps the story moving.

Rather than just failing to jump across the ravine and plunging to your death, maybe you almost made it and are left hanging onto a root at the other side of the gorge. The negative success levels of a Dramatic Test can help to keep the game interesting and help guard against arbitrary and disproportionate dice-based punishment.
Similarly, the positive success levels mean you can succeed beyond your wildest dreams, with unanticipated consequences piling good fortune at your feet, or scrape past by the skin of your teeth, achieving most of what you wanted, but with some complications.

The Dramatic Test is a tool for the GM to make tests meaningful and… well… dramatic!

You can mix and match these tests in your game to your heart’s content! You might mostly prefer the quicker and more narrative GM’s choice and just switch to dramatic rolls when the vitally important stuff happens. You might prefer the transparency and sense of fairness that dice rolling brings, and stick to Simple Tests to keep things moving quickly. It’s entirely up to you, and the way your group prefers to play.

That’s been one of the core design principles of this edition of the game – to give you the tools to play your Warhammer Fantasy Roleplay. We’re giving you lots of options to help tailor the game to you and your group.

Next time we’ll talk a bit more about fighting in Warhammer Fantasy Roleplay Fourth Edition!

If you’d like to find out more about the Rulebook, Collector’s Limited Edition Rulebook or Starter Set, you can check them out on the webstore.

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14May/18Off

Thanks to everyone who came to meet us at Warhammer Fest! It was a fantastic weekend full of awesome people, news and gaming!

We appreciate that its not practical for lots of you to be there (oceans in the way, for example), but fear not, here’s a summary of the WFRP action.

Our focus for the event was making sure that as many people as possible heard about the new edition of the game, so if you’ve been keeping up with the website and social media then you’re pretty much up to date.
There were of course many questions asked, and astute inquisitors gleaned the following:

  • The d100 system used will be broadly familiar, but a new implementation designed to offer three ways of resolving actions:

1 – a decision based on the characters’ abilities

2 – a simple pass/fail test

3 – a more nuanced dramatic test giving a range of outcomes and success levels

GMs are encouraged to tailor their use of these to suit their group’s preferences.

  • The combat system has been designed to be quick, dynamic and exciting, with something happening as the result of every roll.
  • Careers remain an important feature. Dom waxed eloquent about how careers help immerse characters in the world, and give them something to fight for. He also talked about how that was reinforced in the new edition by Ambitions – personal goals that characters work towards.
  • You can initially play a Human, Dwarf, Halfling or Elf, and that range will grow through future expansions.
  • Dom did also talk about our ambitious plans for expansions. An expeditionary approach to Lustria was mentioned, as was his excitement about Dark Elf politics and how he always wanted to go to Ulthuan.
  • The Age of Sigmar Roleplaying Game will have its own game system. We haven’t set the release date yet, the game is in development, and we are all very excited about the new edition of Age of Sigmar!

We’ll be looking into some more details about Warhammer Fantasy Roleplay soon, so stay tuned!

The pre-order is open now: http://shop.cubicle7store.com/Warhammer-Fantasy-Roleplay

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11May/18Off

This weekend we'll be at Warhammer Fest 2018 in Coventry, UK. Swing by our booth and chat all things WFRP Fourth Edition and Age of Sigmar Roleplaying Game with Dom! You'll find us in the Licensed Games Area. Dom, who is heading up design on WFRP Fourth Edition, will be giving a talk on both days of Warhammer Fest.

The pre-order to Warhammer Fantasy Roleplay has bowled us over in scale. Please bear with us while we process all your pre-orders! And for those of you awaiting more info, please stay tuned - it is coming!

3May/18Off

We’re delighted to share our initial range of Warhammer Fantasy Roleplay products – the Rulebook, Collector’s Limited Edition Rulebook and the Starter Set.

Warhammer Fantasy Roleplay Fourth Edition Rulebook

Can’t put it down, can you? You know what’s in here. You’ve seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you’d like to walk away and life be all cake and daisies, but you know you’re going here instead. You’ll try to convince yourself it’s because you’re greedy for the loot, or can’t resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog – he might be small but he’s unreasonably vicious.
Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction.

The Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World.

PRE ORDER – Delivery of PDF scheduled for June 2018 and hardcover book July 2018

Price: £44.99 / $59.99

SKU: CB72400 ISBN: 978-0-85744-335-9

Web store link: http://shop.cubicle7store.com/Warhammer-Fantasy-Roleplay-Rulebook

Warhammer Fantasy Roleplay Fourth Edition Collector’s Limited Edition Rulebook

The Collector’s Limited Edition comes presented in a beautiful, magnet-sealed box. The cover of the rulebook is leather-effect, embossed with a gorgeous Warhammer sigil. The pages are gilt-edged, and the book comes complete with cloth bookmarks. Included in the box is a numbered Certificate of Authenticity. This a must for any Warhammer collector!

PRE ORDER – Delivery of PDF scheduled for June 2018 and boxed hardcover book July 2018

Price: £89.99 / $119.99

SKU: CB74202 ISBN: 978-0-85744-337-3

Web store link: http://shop.cubicle7store.com/Warhammer-Fantasy-Roleplay-Fourth-Edition-Collectors-Limited-Edition-Rulebook

Warhammer Fantasy Roleplay Fourth Edition Starter Set

The perfect introduction to Warhammer Fantasy Roleplay, this boxed set includes an introductory scenario designed to teach you how to play, beautiful character portfolios, a guide to the town of Ubersreik and two ten-sided dice.

PRE ORDER – Delivery of PDF scheduled for August 2018 and boxed set September 2018

Price: £22.99 / $29.99

SKU: CB72401 ISBN: 978-0-85744-336-6

Web store link: http://shop.cubicle7store.com/Warhammer-Fantasy-Roleplay-Starter-Se

Warhammer Fantasy Roleplay Fourth Edition Collector’s bundle


This bundle gets you the Rulebook to use at the table, the Collector’s Limited Edition Rulebook to keep for best, and the Starter Set to introduce you and your friends to Warhammer Fantasy Roleplay Fourth Edition!

PRE ORDER –

Delivery of Rulebook PDF and Collector's Limited Edition PDF scheduled for June 2018 and hardcover book July 2018

Delivery of Starter Set PDF scheduled for August 2018 and boxed set September 2018

Web store link: http://shop.cubicle7store.com/Warhammer-Fantasy-Roleplay-Fourth-Edition-Collectors-bundle


Pre-order your choice of WFRP Fourth Edition releases now at the Cubicle 7 webstore now

Pre-order FAQ

Will WFRP be available in PDF?
We aren't doing a pre-order for the PDFs, but WFRP will be available in PDF. The main rules are anticipated ot release in PDF in June.

What’s in the WFRP Starter Set?
We’ll have some more information about exactly what’s in the Starter Set in the coming days. We've opened up the pre-order so if you want to be among the first to buy you can be. We’ll get into more details very soon!

What about some previews?
We’ll share lots more details in the coming days. As soon as you feel comfortable you can jump on board the pre-order.

Will WFRP be available in French/German/Italian/Polish etc?
We’ll share some more information on translations soon!

How long does the pre-order run?
The Rulebook and Starter Set pre-orders will remain open until release. The Limited Edition will eventually sell out, but we'll let you know when that's imminent.

How long is the rulebook?
320 pages, full colour, hardback, US Letter size.

If I order the Bundle will everything be held and shipped together?
No - we’ll ship each item seperately as it is released

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2May/18Off

The Warhammer Fantasy Roleplay Fourth Edition pre-order opens later this week! To whet your appetite, here are 4 things you can expect from the new edition of this beloved game.

  1. Your Warhammer for You!

Something that is really core to our WFRP is that we’ve created tools for you to play your Warhammer Fantasy Roleplay. We recognise and support that everyone plays their own version of the rules and the setting, and we fully embrace and encourage that. It’s your game! With 30 years of history under its belt, Warhammer Fantasy Roleplay means a lot of things to a huge number of players.

  1. Ideal starting point

Not much experience with RPGs? The Warhammer Fantasy Roleplay Starter Set is designed to be the ideal introduction, with a structured adventure to help you learn how to play. Also containing a guide to Ubersreik, there’s loads of gaming material for more experienced GMs too!

  1. System matters

WFRP4 uses ten-sided dice, and a tuned-up version of the familiar d100 system. You can tailor the rules to your preferences or different in-game situations, choosing from a menu of fast ‘roll under’ Simple Tests, Dramatic Tests giving success levels where you need more than a ‘yes or no’ result, and even barely rolling at all, if that’s your style.

  1. Passion for Warhammer

Our creative team are lifelong players of the three previous editions of the game, and between us we’ve worked on all these editions too! We bloomin’ love Warhammer, and we think it shows.

We’ll be bringing you more on WFRP4 regularly, so watch this space! And, very excitingly, pre-orders go live on Thursday…


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26Mar/18Off


Available now in PDF: Empire in Flames, the final part of The Enemy Within Campaign!

"Graf Boris, Ar-Ulric and myself have talked for many hours. We planned and thought, but in the we that desperate times need desperate measures.
"We want you to find Ghal-maraz, the Hammer of Sigmar Heldenhammer."

The Emperor is weak - maybe - ready to abdicate. The Empire is torn by internal strife: old hatreds are remembered and new ones invented. Summoned to meet the Graf of Middenheim, the adventurers are embroiled in high politics and sudden death. Civil war looms, and a symbol of unity must be found before too much blood is spilled - the legendary Hammer of Sigmar, the founder of the Empire! With time against  them, the adventurers must travel deep into Black Fire Mountains, following a trail which is 2,500 years old!

This 144-page adventure is the concluding part of the Enemy Within campaign for Warhammer Fantasy Roleplay. Optional starting points are included, so that this adventure may be played as a continuation of Power Behind the Throne or Something Rotten in Kislev. Also included are 8 pages of player hand-outs.

This PDF reissues the Games Workshop Edition of Empire in Flames. 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.

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20Mar/18Off

Available now in PDF: The Enemy Within Campaign Volume 4: Something Rotten in Kislev!

Something is rotten in Kislev. Beastmen are raiding, killing and burning. The dead are walking the streets of remote cities, and entire colonies are rejecting the Tsar's rule. But are these mysteries linked, and if so, how?

Sent by Graf Boris of Middenheim to 'help' the Tsar, the adventurers will find themselves contending not only with undead and beastmen but also with ghosts, elite Hobgoblin warriors, creatures of Chaos and strange nature-spirits - plus the Kislevites, who can be less than friendly, as well as puzzles, dilemmas and ominous curses to occupy their minds and keep them in trouble.

Something Rotten in Kislev contains three linked adventures that can be used separately, as a Kislev campaign, or as a part of 'The Enemy Within' series. The book also has full information on the nation of Kislev, its peoples, culture and its history, as well as local religion and spirit-worship. Also included are many hand-outs and maps, plus great art and six pre-generated PCs.

This PDF reissues the Hogshead Publishing Edition of Something Rotten in Kislev. 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.

This PDF includes the book, and a large format scan of the poster map included with the Hogshead edition. One side featuring a battle map, the other two locations from the adventures.

Get it now! http://www.drivethrurpg.com/product/237546/Warhammer-Fantasy-Roleplay-First-Edition--Something-Rotten-in-Kislev-The-Enemy-Within-Part-4?affiliate_id=169435

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