
Warhammer Fantasy 4th Edition
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
The bestiary for WH4e will be available for order soon. Another one to grab and add to the collection.
The Imperial Zoo
The Imperial Zoo
“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
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Two more supplements on Pre-Order for WFRP 4e; I'll be snagging copies of each once they're available.
The Old World is a dangerous place. With the Empire fractured within and threatened by enemies without, it is only wise to learn the skills of a soldier, or to employ those who already have. Some may say that to live by the sword is to die by the sword, and there is truth to this. But in the wilds of the Empire, to refuse to live by the sword is to die by the sword even sooner.
Up in Arms provides options and guidance for Warhammer Fantasy Roleplay Characters who follow warrior careers. It focuses on abilities that players and GMs can make use of to add variety and expertise to the fighting folk of the Old World.
This 144 page book contains:
- A discussion of the Cult of Myrmidia, giving the most comprehensive guide yet published to the beliefs and practices of those who worship the Goddess of Strategy.
- Soldiers of all Stripes, detailing the experience of the rank-and-file members of the Empire’s glorious state troops, and providing new careers such as the handgunner, halberdier, and greatsword.
- A history of the role of mercenaries in the wars of the Old World, including background and rules to support playing Tilean Characters and other dogs of war.
- A guide to the renowned knightly orders of the Empire, with options for joining secular orders, templar chapters, or going it alone as a freelance knight.
- An expanded list of weapons and armour, from basic arms such as swords and axes, to exotic specialised equipment such as weighted nets and pavises.
- Rules for taking cover within vehicles and buildings — and counterpart rules for blowing vehicles and buildings up with devastating artillery.
- Detail on the employment of hireling NPCs, including a system for generating individual quirks and work ethics.
- Optional and additional rules covering new Endeavours, alternative approaches to Critical Injury, mounted combat, uses of Advantage, Pursuits, and Talents.
From the shattered warpgates at the poles of the world raw energies of Chaos flow into the world, powering works of sorcery and sustaining Daemonic entities. This is magic in a pure but unstable form. Thanks to the wise counsel of Teclis, greatest of the High Elf Mages, Human wizards have learned to draw upon a single facet to work with a form of sorcery which is relatively safe, but still capable of feats of vast power. These isolated strands of raw magical energy are known as the Winds of Magic.
Winds of Magic is a comprehensive guide to the practices and traditions taught by the eight Colleges of Magic. As well as providing background to the development of magic in the Empire it includes details of a multitude of magic practices, creatures, and places.
- Each of the eight lores of magic taught by the colleges is provided with a revised and expanded roster of spells and a separate career for each sort of wizard.
- Rules are provided for rituals, complicated spells that can be used to empower magical sites, create magical creatures, or summon powerful but wild entities.
- Details on the summoning of Incarnate Elementals, the creation of Magical Constructs and how to develop a familiar as either an NPC or a Player Character.
- Details on the properties of magical sites, such as the lines of waystones that drain magic towards the Great Vortex in Ulthuan, and several sites associated with a particular wind.
- Characters can tell the future, read the past, or brew magical potions thanks to rules for the practices of Augury, Psychometry and Alchemy (both magical and mundane).
- A set of new careers allowing Characters to specialize as a Scryer, Mundane Alchemist, Beadle, or Magister Vigilant.
- Eight of the Empire’s pre-eminent wizards, from Balthazar Gelt to Elspeth von Draken, are detailed as potential patrons for Characters.
- Several nemeses are described, such as the Blue Scribes who seek catalogue every spell in existence for the glory of Tzeentch; Egrimm van Horstmann, the greatest Chaos Sorcerer alive; and Mòna Mimn, who wishes to turn all the Old World into a vast fenland.
“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
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
I think so too.
Actually, pertaining to the GaryCon thread, I'm considering just grabbing a Silver badge for the con and running more than playing. Thinking of throwing down with a mix of C&C, WFRP, The Fantasy Trip (for some minis-styled action), and then maybe some Lex Arcana and The One Ring.
Either that or run multiple sessions of just a few of those. Idk, plenty of time to work out the details.
“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
- Ancalagon
- Level 8: Noble
- Posts: 1734
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
Personally, I'd run multiple sessions of fewer game systems to have less to learn to focus my efforts as opposed to 5 different game systems. For each con at which I've run games I've always used one system per con. Does that make me lazy?Necron 99 wrote: ↑May 20th, 2022, 9:40 amI think so too.
Actually, pertaining to the GaryCon thread, I'm considering just grabbing a Silver badge for the con and running more than playing. Thinking of throwing down with a mix of C&C, WFRP, The Fantasy Trip (for some minis-styled action), and then maybe some Lex Arcana and The One Ring.
Either that or run multiple sessions of just a few of those. Idk, plenty of time to work out the details.

“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Yeah, more than likely, this will be my aim. I'll probably just rotate each year, running different systems/adventures.
“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
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
New expansion coming out.
Website blog link: HERE
Website blog link: HERE
Sea of Claws is preparing to make sail, opening the world up to new adventures across the vast and dangerous oceans.
Sea of Claws is not just a location source. This supplement provides all the rules needed to head out on the high seas. Shipping and trade make a return, expanding upon their presence in the Death on the Reik Companion. However, an ocean-going vessel is a different beast to those plying the Empire’s waterways. From mighty Bretonnian Galleons to swift and deadly Norscan longships, players can set foot aboard Warhammer’s most iconic ships, or even construct their own.
Once aboard, there are plenty of opportunities for new Skills and Careers. Characters might serve as deckhands, officers, or even become a Chantyman, a vital role on any ship for lifting spirits and keeping time. Everyone must play their part, whether that be hauling sail or manning the guns. This provides endless opportunities to take your adventure in new directions, whether that be the epic scope of ship battles and tempestuous weather, or the claustrophobic, personal conflicts which arise while confined aboard without sight of land.
Of course, once you’ve learned to sail, you need to figure out where you’re going. The Sea of Claws is a vast place, stretching from the Troll Country’s bleak and barren shores, to the sun-kissed coasts of Bretonnia. Sea of Claws boasts no end of locations, all with their own characters, plot hooks, and distinct atmospheres. You might choose to spend your time coast hopping in search of the best trade. Or maybe you’ll leave the Old World behind and visit the Norscan settlement of Kirkjugarður Langskipa, rubbing shoulders with the champions of that harsh land.
Sea of Claws is a gateway to the wider world beyond the Empire. To my mind, Norsca is a particularly intriguing prospect for adventure. Opening up that frozen coastline brings nuance to the people who call it home, and with that nuance comes potential for fascinating character stories. Of course, Chaos is an ever-present threat, or opportunity for the more open-minded adventurer. In the book we take a look at two tribes who represent two different takes on Norscan culture, the berserk Skaelings are sea raiders who openly venerate the Blood God, whilst the Bjornlings couch their respect for the gods of Chaos in euphemism, and are regarded as great traders and explorers.
As shown in The Imperial Zoo, the oceans are filled with terrifying monsters. Now, Sea of Claws is throwing even more into the mix.
There is something fascinating about a good sea monster. What appears to be serene blue water might at any moment erupt as a leviathan rises from the depths. Sea of Claws details how you might encounter such creatures over the course of your voyages. However, sea monsters don’t have to be just random obstacles. For a certain sort of (orange-haired, bearded) character, the chance to face a creature larger than any on land is a draw all on its own.
Large creatures need large personalities to match them, and Sea of Claws features several legendary sailors to help and hinder your Characters’ efforts. Some, like Captain Long Drong Slayer, might draw you into their adventures through sheer force of personality, taking you with them on the hunt for fresh foes. Others serve far more sinister goals and it is an unlucky ship which crosses their path.
“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
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Sea of Claws, aside from showing off new area info around various nautical locales of the Old World, also introduces a few new professions for player characters.
The supplement also has sections on the Cult of Manann (Sea God, Lord of the Oceans) and the Cult of Stromfels (Shark God, god of Predators). It continues with sections on boats, building boats, general seafaring and voyages, weather, navigation, and trade, then has a small bestiary showing off some nautical themed critters, and finally a short bit about famous or well known pirates and captains.
All in all, a really cool addition to the WFRP line.
- Beachcomer: You scour the local beaches for anything of value, always on the lookout for a hidden gem or lucky find.
- Chantyman: You coordinate the actions of your ship’s crew, guide their activity, and raise their morale with rousing ditties.
- Huffer: You guide ships through the most treacherous waters of the world’s several seas.
- Officer: You command a ship, and must inspire your crew to place their lives in your hands.
- Sailor: You work on board a ship, keeping the decks clean and the sails suitably trimmed.
- Sailor-Priest of Manann: You bring the will of Manann to his followers and intercede to court his favour and avoid his wrath. (very cool, like the warrior-priest of Sigmar)
- Ships Gunner: You maintain and fire the guns aboard ship and are expert in their use.
- Wrecker: You lure vessels to a watery doom and make off with their cargo.
The supplement also has sections on the Cult of Manann (Sea God, Lord of the Oceans) and the Cult of Stromfels (Shark God, god of Predators). It continues with sections on boats, building boats, general seafaring and voyages, weather, navigation, and trade, then has a small bestiary showing off some nautical themed critters, and finally a short bit about famous or well known pirates and captains.
All in all, a really cool addition to the WFRP line.
“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