Warhammer Fantasy 4th Edition

A forum for discussing RPG systems, supplements, and settings.
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Necron 99
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Post April 25th, 2024, 8:52 am

Yesterday I took some time on my lunch break to hit up the comic/game shop that is nearby the base, while I was in the office. I had a generic Visa gift card from Christmas that I'd not gotten around to using yet, and thought I might see if there was anything worth putting it towards. The store is mostly comics and board games, with a heavy section for Games Workshop 40k and WH Fantasy, but they also have a small section of RPGs. Primarily their RPG selection hits 5e and Pathfinder, with a few other things here and there.

However, yesterday I noticed they had a few of the WFRP 4e books near the section of the new Warhammer Fantasy: The Old World miniatures stuff. One of the books that has most recently come out is the expansion for Lustria, the jungle continent of The Old World. I perused the books, flipping between Lustria, Winds of Magic (the expansion for all things wizards and magic), and Up in Arms (the expansion for all things knights, mercenaries, and fighters), finally settling on picking up the Lustria book to add to my hardcover collection. I will definitely pick up the other two at some point, as they offer some great options for both players and GM alike, and plenty of details to help fluff out The Old World setting. After using the gift card, I ended up paying $3 and some change for the book, lol.

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Far from the shores of the Old World, across the Great Ocean, is the mysterious continent of Lustria. Tales tell of troves of golden treasure and repositories of arcane lore ready for the taking by those bold enough to risk it. Each week it seems that another ship full of hopeful adventurers departs to this new world on a voyage of exploration.

But those who make landfall on the shores of Lustria find themselves in an environment that is wholly inimical to warm-blooded life. The jungles seethe with venomous snakes, carnivorous lizards, poisonous flora, and deadly disease. The few precarious settlements that cling to the coast arouse the ire of Lustria’s oldest inhabitants, the Lizardmen, who sally forth from their temple-cities to destroy all who encroach on their territory.

This book contains all players and GMs of Warhammer Fantasy Roleplay need to set their adventures in the mysterious continent of Lustria. The book contains articles on:
  • The history of Lustria, from the coming of the enigmatic Old Ones and the height of Lizardman civilization, to the present day, when the plans of the Old Ones are disputed by those who seek to carry them out, and younger warm-blooded species seek to rob Lustria of its wealth.
  • The great temple-city of Tlaxtlan, home to a multitude of Lizardmen and centre of devotions to the impassive and unshakeable Old One Tlazcotl.
  • The ruined temple-city of Quetza, an old lair of the Skaven of Clan Pestilens that houses many terrible secrets and brooding plagues.
    Skeggi, a Norse foothold of raiders and traders to the north of Lustria where adventurers may get rich quick, but more likely die trying.
  • The Citadel of Dawn, a High Elf fortress and port on the southern cape, threatened by the ambitions of the notorious Dark Elf corsair Lokhir Fellheart.
  • The Vampire Coast, a marshy morass of mangrove swamp within which Arch-Commodore Luthor Harkon holds his court of the undead and plots to expand his realm.
  • Great new rules for explorer careers, founding and managing a settlement, Lizardmen of several different species, events and endeavours, parasitic diseases, monstrous creatures of the Lustrian jungle, and fully playable Skink Characters.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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Necron 99
Level 8: Noble
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Posts: 2092
Joined: December 5th, 2018, 1:43 pm
Location: Jacksonville, FL

Post April 28th, 2024, 6:05 pm

The supplement, Winds of Magic, detailing and expanding the various magical winds that makeup "magic" in the setting, has a pretty good explanation for why arcane casters don't normally wear metal or leather armor while casting magic. It's too bad D&D doesn't have a similar, logical, explanation.
Repelling the Winds
Metal and leather armour repel most winds due to containing quantities of Chamon (in the case of metal) or Ghur (in the case of leather). Spellcasters wearing armour suffer –1 SL to all Casting and Channelling Tests for every Armour Point on the location with the most armour. Casters with the Arcane Magic (Metal) Talent may wear metal armour without penalty; those with the Arcane Magic (Beasts) Talent may wear leather armour without penalty. Chaos Sorcerers may wear Chaos Armour with no penalties.
(Chamon: The Gold Wind of Magic & The Lore of Metal / Ghur: The Amber Wind of Magic & The Lore of Beasts)

I also like the rules for handling Interruption and how casters aren't automatically out of a spell action if taking damage or otherwise interrupted during their casting turn.
Interruptions
If a spellcaster is distracted by anything whilst channelling, such as receiving damage or taking a Surprised Condition, they must pass a Hard (–20) Cool Test. If they fail this Test, any SL generated on the Extended Channelling Test to cast a spell are lost and the spellcaster must roll on the Minor Miscast Table.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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Necron 99
Level 8: Noble
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Posts: 2092
Joined: December 5th, 2018, 1:43 pm
Location: Jacksonville, FL

Post February 22nd, 2025, 5:42 pm

Several new books out for WFRP 4e (still need to pick them up):

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The Old World is home to many rogues, individuals who make their living by preying upon their fellow citizens. Whether driven to crime through poverty, sloth, desperation, or malice, such characters prefer not to make their living through honest labour, but acquire coin through trickery, extortion, or theft. Many such Rogues worship one of the several facets of Ranald, the God of Tricksters. Whilst not a forbidden divinity as such, the worship of Ranald is far from respectable, and banned in many provinces.

Rangers are those who make their living travelling the wild places of the Old World and living off the land. They face many dangers in the wilderness, but the skills practised by those who rove the countryside are invaluable to adventuring parties. Taal, the god of the wild, is often beseeched by rangers and their ilk, and his cult is described in detail. For those who are skilled in hunting with a bow or with traps, the business of hunting may prove a lucrative pursuit.
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Explore the rich history of the Dwarfs' mountain strongholds and their time-honoured traditions in this comprehensive guide for players who want to delve deep into the heart of Karaz Ankor!

The Dwarf Player’s Guide provides everything Players need to truly become one of the Children of Grungni. Packed with exciting new Careers, Weapons, Vehicles, Runic Magic and much more. Whether defending your ancestral halls against rampaging Orcs and Goblins or seeking redemption through glorious vengeance, the Dwarf Player’s Guide is essential for forging a legacy as unbreakable as Gromril itself!
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Orcs and Goblins infest the wild corners of the Old World and beyond. They are creatures bound by a common ancestry, a love of bloodshed and violence, and the unifying spirit of the Waaagh! Orcs and Goblins are the perfect antagonists for any game of Warhammer Fantasy Roleplay. Tribes and Tribulations provides details on a number of these belligerent and spiteful creatures: Goblins, Orcs, Black Orcs, Hobgoblins, and Snotlings, as well as sections on Ogres and Trolls. Each specific tribe receives its own chapter, demonstrating the variety of Orc and Goblin warbands that plague the Old World and beyond.
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High Elves are great Characters to create and play. Their acute senses, athletic grace, perceptive minds, and long lives provide them with many natural advantages over the Humans of the Old World. Added to this, their potential to achieve mastery in the fields of swordsmanship, archery, and magic, means that High Elves make the most of a life of adventure. They can develop into powerful Characters with access to a suite of abilities few can rival. High Elves also present challenges. Controlling their emotions is key to making the best of them, their abilities require dedication to learn, and failure to keep abreast of the latest intrigues in the courts of Ulthuan could lead to a quick fall from grace.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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