This weeks Meet the Team offers a new perspective from Cubicle 7's Editor Síne. Read on for more on working in the world of Role-playing Games and a peek into life at Cubicle 7!


Feeling restless and needing a new challenge, I knew it was time for another adventure. Wrestling with imposter syndrome (despite 20+ years in the industry) but trusting my gut, I decided to go for the role of Editor at Cubicle 7.

Plunged head first into a swirling trap door straight into the cobbled streets of Ubersreik, I’ve been chased by Greenskins, Beastmen, Goblins and Demons. I’ve joined many a cult and observed all kinds of crazy rituals; sipped a range of chilled brews and declined roasted rat.

With distant memories of home-made knitted multicoloured scarves, I’ve travelled in the Twelfth Doctor’s Tardis at break-neck speed; battled Daleks head on and hid from Weeping Angels. (Tom Baker, if you haven’t already guessed. I’m a child of the seventies after all.)

I’ve heard the tap, tap, tapping of tiny chisels at the foot of the Lonely Mountain; snuck into Smaug’s lair and got so close I could smell his noisome breath and observe his scales ripple with each rise and fall of his deep dragon breath.

Though a novice to RPGs, I can spot a good story with lots of adventures a mile away. So I’m happy to report that there are lots of exciting new titles on the horizon to cater for many RPG fans and newbies, including Age of Sigmar, The Enemy Within and The Twelfth Doctor Sourcebook, to name just a few.

When I’m not working for Cubicle 7, I’m either editing a range of books (mainly picture books as I have an MPhil in children’s literature), ghostwriting books, reviewing books, researching text, recommending books or guiding students on how to write books. I drink a lot of tea and coffee! I also require plenty of fresh air to walk off the caffeine, so I bring my ferocious hound for long walks, and watch in wonder as toddlers and old ladies attempt to scoop her up as she passes by causing a sensation on busy Dublin streets – without even a backward glance. We live in a house with very high ceilings to accommodate our towering teens (they get their height and hair from their father’s side, and their curiosity and chatter from mine).

Inspired by the awesome books I’ve edited so far, I’m now working on my Suitable Skills hoping to perfect my Charm, Entertain (Speeches), and Leadership, while honing my Talents like Commanding Presence, Inspiring, Master Orator, and Public Speaker!

Síne Quinn, Editor, Cubicle 7 Entertainment Ltd.




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We are delighted to show you the Age of Sigmar cover art following its reveal on Warhammer TV just now! We are also excited to share a substantial update from our Age of Sigmar Producer Emmet below and look forward to your feedback on our Facebook, Twitter and Instagram pages! You can also get involved in the discussion over on discord: https://discordapp.com/invite/WeXmJqP


Hello! My name is I’m Emmet Byrne, producer on the Warhammer Age of Sigmar Roleplaying Game. Today we’re excited to share a major update about the Age of Sigmar RPG!

On the Cover

Firstly, we are incredibly excited to share with you the cover for the Age of Sigmar Roleplaying Game. This amazing piece of art was created by the incredibly talented Johan Grenier and was first revealed on the Warhammer TV Twitch channel. You may recognise Johan’s work from other Age of Sigmar products, including the triumphant return of Gotrek in Realmslayer. Johan has a wealth of knowledge and experience with Age of Sigmar so having him create the cover for the Age of Sigmar Roleplaying Game was hugely exciting for us.

On the cover itself, you can see a band of heroes from across the Mortal Realms facing down the forces of Chaos and the undead legions of Nagash, the Lord of Death. Our group of heroes is made up of a valiant Knight-Questor of the Stormcast Eternals, a devoted Excelsior Warpriest, an Isharann Tidecaster of the mysterious Idoneth Deepkin, a resourceful Endrinrigger of the Kharadron Overlords, and a towering Kurnoth Hunter of the Sylvaneth. These represent some of the types of characters you’ll be able to play in the Age of Sigmar Roleplaying Game, but there are many more to choose from and build yourself. With that in mind, let’s talk about the game itself.

The Age of Sigmar

The Age of Chaos saw the Mortal Realms overrun with violence and death, but Sigmar’s return and the beginning of the Age of Sigmar saw hope rekindled. But now Nagash, the Undying King and Lord of Death, has set a thousand-year plan in motion. The dead stalk the lands and the mighty Stormcast Eternals are stretched to the brink. The Realms need heroes or risk falling into a new age: The Age of Death.

When you play the Age of Sigmar Roleplaying Game you will be taking on the roles of heroes of the Mortal Realms. Your disparate group are a beacon of hope in the Realms and it is up to you to ensure that light isn’t extinguished. You will drive back the forces of Chaos, Death, and Destruction and help to return life and civilisation to the Realms.

The System

As we mentioned in an earlier update, the Age of Sigmar Roleplaying Game uses a D6 dice pool system. You’ll create your dice pool by adding your Attributes together with any Skills you are proficient with. Attributes describe your innate capabilities such as physical prowess, intelligence, and strength of will, while Skills represent your competency and experience in a particular area. Each character has 3 Attributes — Body, Mind, and Soul — and can choose from up to 24 unique Skills.

As well as Attributes and Skills, you will also have Talents. Talents are unique abilities and features that further define what you are capable of, such as spellcasting, aethercraft, or channeling the power of Sigmar into your strikes. When you choose your Archetype (read on for more on Archetypes!) you will have a predetermined list of Skills and Talents to choose from, but as your character grows you will be able to select from a wide array of unique options. This will give you a huge amount of freedom with how you grow and shape your character.

We also have a number of systems within the corebook centred on having your party work together, interacting with the factions of the realms, crafting, pets and mounts, and creating your own spells. We will discuss these and more in future updates.

The Archetypes

Your Archetype is who you are when you begin playing the Age of Sigmar Roleplaying Game. It may be your job, a calling, a military rank, or something a little more esoteric, but whatever it is it represents who you are when you first pick up the dice. Your Archetype is who you are now, but who, or what, you might become has yet to be decided.

Each Archetype presents your Species, your starting Attributes, your Core Skill and a number of other Skills to choose from, your Core Talent and a number of other Talents to choose from, your faction Influence, your starting equipment, and anything else that is important for your character.

The Archetypes presented in the corebook are drawn from some of the most well-known heroes of the Forces of Order. We will share more details and artwork for each Archetype in a future update, but for now we are happy to confirm the Knight-Questor and Knight-Incantor of the Stormcast Eternals, Auric Runesmiter of the Fyreslayers, Aether-Khemist of the Kharadron Overlords, Isharann Tidecaster of the Idoneth Deepkin, Witch Aelf of the Daughters of Khaine, Excelsior Warpriest of the Devoted of Sigmar, Former Freeguild Soldier of the Free Peoples, Kurnoth Hunter of the Sylvaneth, Skink Starpriest of the Seraphon, and the mysterious Realmswalker.

For players who prefer a more free-form approach to character creation, we also present rules for creating characters without Archetypes. Future products will introduce expanded player options, including Archetypes from outside the Forces of Order.

The Setting

The Mortal Realms are almost endless, so packing them into a single book would be impossible. The Age of Sigmar Roleplaying Game presents an overview of each of the Mortal Realms and what life is like for the people who live there. These give players and GMs an idea of what it would be like to adventure in these lands, who they might meet, and the threats they might face. It provides a grounding for you to set your adventure in any Realm you choose.

As well as giving an overview of each of the Realms, the corebook has a chapter dedicated to the lands of the Great Parch in Aqshy, the Realm of Fire. This chapter gives an insight into the daily life of the inhabitants of Aqshy, how they survive, how they trade and who they trade with, and how they have recovered from the events of the Age of Chaos. The great cities of Aqshy are explored, as are the havens of Chaos, Death, and Destruction. This chapter presents all the information a GM will need to run a campaign in The Great Parch.

The Team

To help us create the Age of Sigmar Roleplaying Game we sought out some of the authors who have helped to shape the Mortal Realms into what we know today. David Guymer (Realmslayer, Hamilcar: Champion of the Gods), Josh Reynolds (Soul Wars, Plague Garden), and Clint Werner (The Tainted Heart, Overlords of the Iron Dragon) have all contributed to the Age of Sigmar Roleplaying Game. Their input, insight, and knowledge of the Realms has been immense. These talented folk are some of the people who know the Realms best so to be able to pick their brains has been great. Expect to see more from them as the Age of Sigmar Roleplaying Game grows and we explore more of the Mortal Realms.

What’s Next?

In the coming months we will continue to share more information on the Age of Sigmar Roleplaying Game. Future updates will focus in detail on how Archetypes work, showcase some of our talented artists, explore the complicated relationships of the factions of the Realms, and look into the future of what you can expect from the Age of Sigmar Roleplaying Game. Be sure to keep an eye on our website and social media channels as we announce where you can come meet us, including which events to attend for a chance to be one of the first people in the world to play the Age of Sigmar Roleplaying Game.

Until then, blessings of Sigmar be upon you!

Emmet Byrne.


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This week we hear from author Graeme Davis and producer Andy Law about the forthcoming book.

Today, WFRP fans count A Rough Night at the Three Feathers among the game’s best adventures. It was reprinted in two WFRP 1st edition compilations: The Restless Deadpublished by Games Workshop in 1989; and Apocrypha Now, published by Hogshead Publishing in 1995. In 2005, eighteen years after it first appeared, it was adapted for WFRP 2nd edition in the Black Industries collection, Plundered Vaults.

GD: A Rough Night at the Three Feathers was an adventure for WFRP 1st edition, published in Games Workshop’s White Dwarf magazine in November 1987I wrote it largely as an experiment, to see whether multi–plot adventures could even work as it had never been done in roleplaying games before. In the years that followed, I wrote two more adventures in the same style. The first, Nastassia’s Wedding, appeared in Steve Jackson Games’ Pyramid #19 (May/June 1996)I couldn’t resist continuing the plot of Gravin Maria-Ulrike von Liebwitz of Ambosstein and her feud with the von Dammenblatz family of Wissenburg from the first adventure. When I wrote The Edge of Night for WFRP 3rd edition, I included a chapter set in a swanky Ubersreik mansion, where more nobles got into all kinds of trouble.

For Rough Nights & Hard Days, I have updated and expanded these three adventures for the new edition of WFRP and added two new chapters: one set in the law-courts of a large town, and the other in a glittering opera house in one of the Empire’s great cities. The story of Gravin Maria-Ulrike and House Dammenblatz forms the main thread of the mini-campaign, but as in the original scenario, the adventurers’ lives are complicated by the fact that there is much more going on in each of these bustling locations than they initially realise.

'Of course, the Skaven don’t exist, so this never happens…’

But there are more than just five linked adventures in Rough Nights & Hard Days. When WFRP Producer, Andy Law, worked with Graeme to bring the book together, he found something he felt needed a little more attention.

AL: In 1987, A Rough Night at the Three Feathers originally contained a Gnome character. When I received the text for the updated version of the adventure, Graeme called this out, and suggested, given there hadn’t been Gnomes in WFRP for a very long time, that the Character in question could be replaced with a Halfling, much as had been done in Plundered Vaults for WFRP 2nd edition.

'The Three Feathers, Gnome free since 1995 IC’

I considered this. It was true, there hadn’t been Gnomes in WFRP since 1st edition. But there also hadn’t been any Fimir for a very long time, and that didn’t stop them from being included in the WFRP 4th edition rulebook. Similarly, Demigryphs had never been in WFRP before, but there are rules for them, too. If we had already presented old races and new for the first time in WFRP4, was they any reason not to take a look at those old Gnomes again and make them feel new?

Beyond the fact that Gnomes are potentially a bit silly, or could be seen as a lift from other fantasy roleplaying games (even though Gnomes were in the 1st edition of WFRP), there was no strong reason not to include them — assuming they could be written to fit the existing Warhammer world, and time was taken to explain why the species is so rarely mentioned, they seemed a good fit. After some consideration, I tapped some words onto the screen, and slowly, but surely, a new version of Gnomes took shape.

And, after a lovely chat with Games Workshop, it was confirmed: Rough Nights & Hard Days would present a new species: Gnomes. And not just as a new Bestiary entry, but as a playable Species with full Character creation rules. But once I had these rules in place, I had another issue: what should they look like?

To answer that, I turned to one of the greatest names in Warhammer art, Mark Gibbons, and asked if he’d be interested in recreating the classic race for the modern game. Thankfully, Mark jumped at the chance, and immediately set to sketching out how he imagined Warhammer Gnomes should be.

'Here to stay!’

I have to say, I adore the results.

So, thanks to Mark and Graeme, a classic species returns to WFRP. I hope you enjoy the Gnomes as much as we enjoyed rebuilding them for a new era.

'Gnomes are back from the dead!’

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The cover art for our upcoming Age of Sigmar RPG will be revealed this Thursday 21st February from 4pm GMT on Warhammer TV’s Twitch channel!

All the team at Cubicle 7 are incredibly excited for you to see it, a lot of work has gone into the cover and we are very proud of how it has turned out. We also can’t wait to share more news later this week from our Age of Sigmar Producer Emmet Byrne. Keep an eye on Facebook and Twitter for more updates as we have them.

Tune in from 4pm GMT this Thursday to get an exclusive look here:


The reveal will tale place towards the end of the show so expect it nearer to 5pm.

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On this weeks Meet the Team we hear from one of Cubicle 7's writers for The One Ring and Adventures in Middle-earth™. In the coming weeks we will have insights from editors, producers, freelancers, marketing and more, so if you love RPG's or think you might like to work in the industry these articles should give you some insider knowledge and tips!


Hello everyone! I’m Jacob Rodgers and I work for Cubicle 7, doing mostly writing and development work for The One Ring and Adventures in Middle-earth™.

My history with both Middle-earth™ and roleplaying games extends for decades — the very first game I ever bought was the first edition boxed set for Middle-earth™ Role Playing soon after completing the Lord of the Rings trilogy for the first time. I promptly roped all my friends into playing and tried to recreate the Quest of the Ring in a roleplaying game. It failed miserably. But it was a stepping stone that taught me a lot about the interface between literature and gaming and how to bring the two of them together.

When Cubicle 7 released The One Ring it blew me away. I started to champion the game in any way I could come up with and was fortunate enough to worm my way to the inside track. When the chance arose to help even more people roleplay in Middle-earth™ by using the OGL rules, I jumped at that opportunity as well. I think Adventures in Middle-earth™ presents everything I love about The One Ring in an easily accessible format.

I’m really proud of the work that Cubicle 7 has done over the years, and I can’t wait for folks to see what we’re working on now. There’s a lot of exciting stuff happening, and hopefully we’ll be able to share it with you soon!

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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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Attention all Origins and Gen Con Attendees! Cubicle 7 Entertainment is looking for GMs!
Cubicle 7 are offering some excellent rewards to enthusiastic GM's who want to become part of the Cubicle 7 Team by assisting us in running games at:
  • GenCon: 1 – 4 August, Indianapolis, USA
  • Origins: 12 – 16 June 19, Columbus, OH, USA
What's in it for you we hear you ask?
  • You get to be part of the action and gain excellent experience working with the C7 team at the best US conventions!
  • If you assist for 12 hours at origins or 16 hours at GenCon you will receive: an event badge, free Cubicle 7 PDF's of all the games you run and a Cubicle 7 GM Swag Bag. The bag will include exclusive branded merch such as a C7 T-shirt, pencils, erasers etc.
  • Assist for 20 hours+ (at either event) and you will receive an event badge, free Cubicle 7 PDF's and an Elite GM Swag Bag, to include C7 T-shirt, pencils, erasers + an Elite GM Pin and an exclusive branded C7 gift
  • The hours will be divided between Demo and Trad Events

PLUS we will announce one Grand Master GM at each convention! This GM will be chosen via participants feedback and will receive a very limited edition C7 medal and additional perks.

We're mixing things up this year. We plan on offering two different events:
  • Demo Events:  these will take place during dealer hall time (2 hour sessions back to back from 9am to 5pm). They are lean and mean, designed to highlight and showcase aspects of the RPG that we want to impress on the players. These are for 4 players only.
  • Trad(itional) Events: Trad events will only be run from 8pm-12am in the evenings and will provide a more traditional experience (for any con GM vets; Trad events are what we've typically run in the past).These will accommodate 6 players.
We will be running events for
  • Adventures in Middle-Earth™
  • Doctor Who
  • The One Ring
  • Warhammer Fantasy Roleplay. 
If you're interested, please contact donnak@cubicle7games.com before Feb 15th with your details and:
  • Which event you are interested in
  • Info on events you have GM-ed at previously
  • Preference for games (we will accommodate where possible)
  • Any other RPG related info you think might help!



image of open antique book on wooden table with glitter overlay

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Next week we will be previewing Warhammer Rough Gnights & Hard Days. So, to get you all ready for that, why gnot take a look at this...


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This week we twisted T.S. Luikart's arm to share his backstory and love of RPGs. In case you missed it, T.S. also chatted to the Old world Podcast recently about Warhammer: http://oldworldpodcast.com/index.php/2019/01/23/013/. If you plan on attending GenCon or Origins this year be sure to stop by and say hello to T.S.


It’s 3 a.m. on a school night and I’m staring, wide-eyed, at my startled Father, who stands, blurry-eyed, in my doorway. I’m in mid-jump, fine form, leaping up and down on my bed, yelling “Rohan! Rohan!” for the horns of the North were wildly blowing about dark Mindolluin’s sides and Rohan had come at last. My Father’s gaze dropped from mine to the copy of The Return of the King clutched tightly in my hands. He smiled slowly and shook his head. “It’s way past time for bed, Son.”

I was 7.

My name is T.S. Luikart and while that night may not have cemented my destiny, it’s no coincidence I wrote large parts of The One Ring’s The Horse-Lords of Rohanmany years after. I have been a roleplaying game designer for 26 years, a few highlights of which include Warhammer Fantasy Roleplay 2nd Edition, Dark Heresy, the Dragon Age RPGfrom Green Ronin, Eclipse Phase, Tenra Bansho Zero, Golden Sky StoriesandShadow of the Demon Lordbefore coming to work for Cubicle 7 full time.

These days, I juggle a bit of global freight, help sort out customer orders and, oh yeah, write for The One Ring, Adventures in Middle-Earth, Warhammer Fantasy Roleplay 4thEdition (because working on one edition was just not enough), and the forthcoming Age of Sigmar Roleplaying Game. My job, in the end, is to serve as rigger, mummer, propmaster, and sage, so that you and yours can have your golden hours to roar across the stage, playing heroes, tyrants, and everything between. I’m very proud of the work we did on the Warhammer Fantasy Roleplay Starter Set (I think it’s the greatest WFRP supplement I’ve worked on… so far) and can’t wait till you all have physical copies to play with!

As for me, I’m happily married with kids, the youngest of which turned 18 not too long ago here. I’ve been a GW miniatures fan for a long time indeed, and use painting as a way to relax. As I write this, some of my favourite Jes Goodwin Chaos champions are winking at me from a nearby shelf, and on the work bench is the start of a big project - my Mechanicum Questoris Knight Magaera. Her name is Fulmen Vult– a rough translation of which from the High Gothic might be “The Lightning Wills it”.

T.S. Luikart



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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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