r/warhammerfantasyrpg Moderator of Morr Feb 26 '24

Meta MEGATHREAD: Post your small questions and concerns here for all editions!

Hey everyone, please post your smaller, technical questions here. We may have directed you here from a removed post or from the last megathread.

If you don't receive an answer within a few days then do feel free to make a separate post, make sure to say you didn't get an answer here. You might also want to visit Rat Catcher's Guild, the WFRP Discord. They have a dedicated Q & A channel and can be a lot more snappy with answers then here on Reddit. This is the invite link: https://discord.gg/fzYuYwT

That's all! Special thanks to everyone answering questions for helping people out on the last thread.

Previous megathread is here:

https://www.reddit.com/r/warhammerfantasyrpg/comments/101935w/megathread_post_your_small_questions_and_concerns/

If you still have unanswered questions/topics there, you may want to migrate those here :)

45 Upvotes

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u/Tydirium7 Oct 25 '24 edited Nov 08 '24

WFRP 3rd edition Scenario Conversions Sub-thread

If there are some other old fan or otherwise relevant scenarios you'd like me to convert and "make pretty" let me know.

#WFRP3, #WFRP3e, #WFRP

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u/Tydirium7 Oct 25 '24 edited Oct 25 '24

My most recent conversion is A Matter of Pride by Carl Sargent.
He originally wrote it as an AD&D scenario.
https://discord.com/channels/449845411344154634/582624741349785601/1299424238079442975

I've done about 75 adventure conversions to 3e with art and covers. I'll post a few links here prn and the rest you can find on the Discord or the 3e Facebook group. I've done them out of boredom, nostalgia review, and spite. They of them can easily be adapted to other editions of WFRP.

One of my favorite conversions was Tamoachan. I just think it turned out very pretty and it's a fine scenario for Lustria campaigns.
https://www.dropbox.com/scl/fi/x0rjb5d64eeyzcltnk1xk/WFRP3-Hidden-Shrine-of-Tamoachan-Conversion-to-3e-v.1.0.pdf?rlkey=caa2xoiwe5wozo0tomfe1aemw&dl=0

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u/Tydirium7 Oct 25 '24

Here's all the ones that are done as of today. The c7 adventures require you to have a full copy of the scenario. The others are set up for VTT with maps, handouts, and whatnot.

WFRP3 A CHANGE Of FAITH

WFRP3  Death's Dark Shadow

WFRP3 A MATTER of PRIDE Scenario BY C SARGENT

WFRP3 - Bait & Witch

 WFRP3 ALL AT SEA SCENARIO

WFRP3 - Blessing that Drew Blood

WFRP3 AXE of the DWARVISH Lords AD&D to WFRP3

WFRP3 - Corsairs of Captain Flariel

WFRP3 Blood in THE Snow  

WFRP3 - Deadly Dispatch

WFRP3 CONSPIRACY

WFRP3 DEEP TROUBLE CONVERSION

WFRP3 GRAKT’S CRAG

WFRP3 HELL RIDES TO HALLT

WFRP3 ILL MET BY MORRSLIEB

WFRP3 KEEP N THE BORDERLANDS

WFRP3 LEGEND F KREML THE SLANN

WFRP3 LICHEMASTER

WFRP3 MAKING THE RUNDS STARTER SET 4E

WFRP3 NECKLACE OF BRISINGAMEN

WFRP3 NIGHTMARE IN GREEN

WFRP3 Oddly Titillating and Pustulent

WFRP3 RIGG's SHRINE

WFRP3 ROUGH NIGHTS & HARD DAYS

WFRP3 TAMOACHAN

WFRP3 TERROR AT TROLLMARSH SCENARIO

WFRP3 TEW ENEMY WITHIN 4E T 3E

WFRP3 THE GREAT INFECTED TOWER - NEW 2Q21

WFRP3 THE MAGNIFICENT SVEN

WFRP3 THE THOUSAND THRONES

WFRP3 THISTLEWOOD SCENARIO

WFRP3 WARBAND SCENARIO

WFRP3 WEB OF ELDAW

WFRP3 WORSE THAN THE DISEASE

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u/Tydirium7 Oct 25 '24

and the others..
WFRP3 - Double Trouble

WFRP3 - Emperor’s Wrath

WFRP3 - False Pretenses Original

WFRP3 - Feast of Blood

WFRP3 - Fishrook Returns

WFRP3 - Forest of Hate

WFRP3 - From the Silt original Scenario vl,Q Ratter 4

WFRP3 - Grey Mountain Gold

WFRP3 - Guilty Party  

WFRP3 - Heart of Glass

WFRP3 - If Looks Could Kill

WFRP3 - It's Your Funeral

WFRP3 - Loose Smut original Scenari Ratter 7

WFRP3 - Lure of the Liche Lrd Cn

WFRP3 - Lye'ing Agitators original Scenario Ratter

WFRP3 - Mad Men f Gotheim

WFRP3 - Mutiny and the Beast

WFRP3 - Night of Blood

WFRP3 - No Strings Attached

WFRP3 - One Hand Gives Scenario original 2Q13 scenario contest V3

WFRP3 - One Shots of the Reilkand  

WFRP3 - Perfectly Safe Dispatch Pardy  

WFRP3 - Redwake River Valley  

WFRP3 - Skarok and a Hard Place  

WFRP3 - Skeleton Crew  

WFRP3 – Slaughter in Spittlefeld  

WFRP3 - Something Knocking  

WFRP3 - Spirit of Mondstille  

WFRP3 - Terror in Talbheim  

WFRP3 - Twin Trails of Terror Scenario  

WFRP3 - Wolfship Scenario original  

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u/FranboLobo Jan 18 '25

In-Fighting - How do you leave it?

Hi again all, I like the idea behind the in-fighting option, nice and flavourful, but am trying to see if there is an additional detail one how it works.

How you switch to in-fighting is pretty clear sacrifice a hit (as you would otherwise have hit your opponent) to make their weapon into an Improvised Weapon rather than have it's full capabilities (presumably).

Worth the trade? Who knows, your mileage may vary.

But how do you move from in-fighting to normal fighting range?

My instinct is (a) An opposed melee test to move back to normal range and/or (b) Disengage from the combat and charge in again.

How do you do it?

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u/BackgammonSR Likes to answer questions Jan 20 '25

Option A makes the most sense to me.

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u/PrimeInsanity Nov 27 '24 edited Nov 27 '24

Is there a way to hide from second sight or other magical detection? Thinking of doing a Dhar using necromancer who is taking great lengths to hide the taint in order to be a pillar of the community.

Edit the arcane spell mundane aura, I'd missed it previously

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u/ArabesKAPE Nov 28 '24

Second sight doesn't let you spot an evil wizard immediately, otherwise there would be no evil wizards. think of all of the wizards who turn out to be bad guys in the warhammer setting, if all it took was someone with second sight to spot them then they would immediately caught as they walk down the halls of their college.

In my game you can only detect another magic user if you have the appropriate talent (Magical Sense) that allows you to identify another spellcaster by the winds they use for their magic. I would only allow someone to use second sight to identify you as a necromancer if they watched you cast a necromantic spell.

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u/RedditTipiak Jul 03 '25

Any content book for "Arabia/Middle East" in any edition? My players from Maghreb want to try Warhammer, we think it would be cool if there were some "Arabic" careers, akin to the Kislev ones.

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u/BackgammonSR Likes to answer questions Jul 03 '25

Not a ton, and not in a clear-cut setting book. Primarily, it's a giant land of vast undeath, but there appears to be pockets of humanity. I think you just go ahead and steamroll your vision in, make it like 1001 Nights / Dune / Whatever you want it to be.

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u/Merrygoblin Jul 04 '25

In the (canon) Warhammer World at the time of WFRP, the nearest counterpart area would be the Badlands and probably the upper parts of the Land of the Dead.

You won't find much on the Badlands, and what little there is for WFRP4 would be in Tribes & Tribulations (full of greenskins).

The Land of the Dead is essentially what remains of ancient Nehekhara. At the time of WFRP, it's the stronghold of the Tomb Kings (lots of undead and ancient tombs). Maybe there's some communities of the living still surviving there if you want there to be - your game. Some good background on the area "historically" - ancient Nehekhara before its 'fall' - can be found in the 2E book Lure of the Liche Lord. There's a little (but not much) on ancient Nehekhara as far as it relates to the origins of the vampire bloodlines in Nights Dark Masters too (also 2E).

You won't find any careers for player characters in the official material - you might consider it a blank canvas as far as that goes for creating your own. Lore of the Liche Lord, while mostly a Tomb Kings styled dungeon, has some interesting pieces of lore that may be of use to inform that, including some (minimal) information on the Nehekharan gods.

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u/Nurgle_Pan_Plagi Jul 05 '25

Not much.

For Arabia, there are few NPCs sprinkled amongst the books, but nothing exciting.

For "Middle East", that's basically Dark Lands - mutants, undead, greenskins and Chaos Dwarfs live there. Also nothing about it.

In 4e there aren't even books for Bretonnia and Kislev at the moment - tho they have 2e books that you could convert (partially done in The Ratter).

Also, if we will get something about Araby at some point it will get massive lore changes, so you basically can do whatever you want with it, it's a clean slate except like 3 major historical events.

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u/visandro Mar 11 '24

3d printing miniatures

Hello. A friend of mine has a 3d printer and volunteered to print some miniatures and terrains for the wfrp campaign we are playing.

Does anyone know where to find printable 3d models of miniatures in the style of warhammer fantasu? (and that feature some or preferably most creatures in the game).

A good place to find terrain in general?

Thanks a lot to everyone who will answer :)

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u/Carolus_Wrex Solland Stands Mar 24 '24

Hey, I am looking through the trading and smuggeling rules, and one thing seems to be missing. Nowhere I have seena re there given any guidelines for tariffs/taxes for items. Other than smuggeling fully illegal items, that is surely one of the main reasons to smuggle, no? Any pointers on how many % of the wares value someone might pay to transport 10gc worth of timber, for example?

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u/ChineseCracker Mar 24 '24

Regional rulers apply taxes, which all differ from each other. As a general rule, every tollbooth and lock gate requires a payment of 1s per TU in taxes, in addition to the standard shilling-a-leg tax. Merchants' guilds apply tariffs to specific products for market regulation, which are paid at the city gates. Products can be subject to tariffs of up to 5s per TU, while others are duty-free. As the GM you can decide on applicable tariffs, (widespread local goods with high availability will be penalized more).

Toll keepers can discover hidden goods on a successful Search Test. Smugglers can also understate their cargo, which requires an evaluation test by the toll keeper. Tax evasion is punishable by flogging or public display, while tariff evasion incurs a fine of up to 40gc, payable to the local merchants' guild.

From WFRP Companion (2e). That book contains a bunch of stuff regarding trading rules

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u/BackgammonSR Likes to answer questions Mar 25 '24

I had the same problem - trading rules do not take into account smugglers. In general the trading rules aren't very good, anyway. In practice, you should refer to the Criminal Talent. The use of this Talents represents avoiding taxes and etc.

But the problem you then have is that Criminal expresses money in terms of monthly endeavors, not per-trade. In game terms though, a smuggler's Income Endeavor probably represents them specifically trading and avoiding taxes. Whenever WFRP tries to provide rules for non-Income Endeavor money-making, it ends up pretty bonkers.

So anyway, there isn't a real clear-cut rule. 10-20% is a good figure if you want to keep it simple.

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u/DuneHvmmer Apr 11 '24

4 ED. Going to be running this system for the first time.

Quick question, does my players starting money equate to their status level? Example, an Apothecary’s career path starts at Brass 3. So would that player start with 6D10 Pennies? And if that is the case they, can use that money in character creation to buy weapons, armor, etc?

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u/AlmightyWorldEater Apr 12 '24

Yes and at least in my games, yes.

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u/Schmalzmann Jul 10 '24

I'm writing a small adventure in Salzenmund at the moment and I want a Master Runesmith to show up there with an apprentice or two and a contingent of dwarven guards. My idea was this: Salzenmund is now (post Turmoil) the capital of the new Grand Barony of Nordland and Gausser is the Elector Count. With his new status Gausser has garnered enough support to successfully petition the dwarves to fortify Castle Salzenmund's walls with runes.

What do you think?

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u/BackgammonSR Likes to answer questions Jul 10 '24

Yeah totally credible.

It is mentioned in Salzenmund SB that, paraphrasing a little, Dwarves aren't super keen on the area due to War of the Bears-era military failures. This isn't an obstacle to your plot, in fact may add color. Adds opportunity that the Runesmith sees this as a sort of "homecoming" and reclaiming some of what the Dwarves feel is theirs - stoking diplomatic conflict with the Wood Elves. The Elves may feel that placing Runes on the castle is an insult and a step in the wrong direction, and may seek to intervene and prevent this from happening through subterfuge, sabotage and political angling.

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u/Tydirium7 Aug 31 '24

What do you folks do when someone forgets their character sheet for a game session?

Do you have a back-up character handy? We usually keep, "Eunice, the Camp Follower" pinned to the wall. Some people thrive playing Eunice but most never forget their character sheet ever again.

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u/HyarionCelenar Resident of Athel Loren Sep 03 '24

I'm amazed more people *don't* play with paper sheets. Periodically I will photocopy my sheet (or print a new copy because I don't like all the erasure smudges) and when I do so, I will print a second copy and hand it to my GM. So, if I ever do forget my sheet, I will use an old sheet which may only be just a little bit behind.

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u/Gao8e7 Sep 01 '24

Is this the largest forum for whfr? Or is there a bigger one outside reddit (2e)

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u/BackgammonSR Likes to answer questions Sep 01 '24

There is a list of community bookmarks on the right.

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u/Pako_Nan Nov 05 '24

Drilled talent use as stated at UP in Arms

Aquestion in UP in Arms Drilled talent got changed, it says the combatant count as two to sway the Tides of Battle. What is the use if that? I have not found any reference about this, what is Tides of Battle as ruling?

Any idea?

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u/Merrygoblin Nov 05 '24 edited Nov 05 '24

Are you looking at an old printing? The latest PDF (and one I had saved from March last year) both say: "You have been trained to fight shoulder-to-shoulder with other soldiers. Characters with the Drilled Talent count as two combatants when determining Losing Advantage (page 137)."

EDIT: The page reference it gives seems wrong. The 'Losing Advantage' side-note seems to be the one at the bottom of page 134.

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u/Capital_Statement Nov 07 '24 edited Nov 07 '24

Why are traits like Hardy and Elite included in the npc stat blocks if their already calculated?

The watch Sargent from shadows over bogenhaffen has hardy of 2 but the same wounds as a new recruit. And yet a good amount less wounds than the watchmen who has hardy of 1. If that's just how they want the wounds why add hardy of 2 or hardy at all?

Adding the hardy bonus to both of them seems to make them a bit too bulky but lessens the wound differences and makes more sense. In that case why pad out the npc blocks which can often have a lot of stuff with traits that only affect stats and don't interact with other traits ever.

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u/FusRoDistro Nov 19 '24

The new Cubicle 7, "The Old World" system. Have they said when it is due out? Their website says nothing of it. I could only find a few web articles announcing it and a reddit post.

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u/ArabesKAPE Nov 19 '24 edited Nov 19 '24

Nothing beyond what is there afaik. They bit off way more than they could chew with 2 warhammer fantasy rpg's and two 40k rpgs

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u/FusRoDistro Nov 19 '24

I still don't fully understand what The Old World is. They are saying they will coexist but if its the same setting, then... huh?

I haven't touched much Warhammer since Age of Sigmar became a thing, so I may understand it wrong. I got the impression The Old World was just saying the old Warhammer Fantasy, as we knew it, exists again.

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u/Bowdeano Yellow Flair Dec 28 '24

Hello All, just a quick question, We are part way through Death on the Reik and looking to do some trading but we don't have the dimensions or capacity of the boat? can anyone help?

Thanks in advance

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u/prof_eggburger Teal Flair Dec 28 '24 edited Dec 28 '24

Based on googling some maps, etc., the Berebeli is 75ft x 23ft (but more like 75ft x 12ft in 1e DotR) and carries 300 encumbrance.

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u/Bowdeano Yellow Flair Dec 28 '24

Ok thanks, but I was more interested in the abandoned/pirated boat we liberated from several mutants. We as characters now own the boat but we don't know the size or capacity. We suspect it is smaller than the Berebeli, but don't know. Regards

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u/prof_eggburger Teal Flair Dec 28 '24

of course - sorry. the fourth edition DoTR book states that the boat is "the same type as the Berebeli", and my first edition DoTR states that the boat is a "typical medium trader" which is the same as the Berebeli.

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u/Bowdeano Yellow Flair Dec 28 '24

Many thanks.

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u/ApprehensiveFigure73 Jan 24 '25

Is there any official 4e Chaos supplement or book? I can't seem to find one.

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u/BackgammonSR Likes to answer questions Jan 24 '25

Yes and no. There is no book of "here's everything you need to know about Chaos", but stuff is scattered everyhwere.

I'd say Enemy in Shadows Companion and Death on the Reik Companion offer the most stuff, with tons of new Tzeentch spells, expanded rules on mutants and mutations, sample stats, etc.

The Warband of Bayl of Many Eyes is a small PDF leaflet that gives stats for some Nurgle Chaos Warriors and has some ideas, but little else.

You can find other chaos tidbits in many other books.

There is no single book for "all things chaos" and, of the several books Cubicle7 has outlined for the near-to-medium future, there is no planned Chaos book.

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u/Sgt_Lillard Mar 12 '25

Death on the Reik question - How far away is Castle Reiksguard and the first Signal Tower from Altdorf? Also, any suggesstions on making the Signal Tower stuff make sense? When I read what the book is trying to tell me, my brain starts hurting. Follow up question, how many days should it take the party by boat to reach the first signal tower after leaving Altdorf. The party has a very inexperienced boatman at the helm.

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u/BackgammonSR Likes to answer questions Mar 13 '25

So we know that Grissenwald is 270 miles from Altdorf, as this is stated in the book.

By taking the map and measuring the river, we can determine Castle Reiksguard is roughly 1/4 of the way to Grissenwald, so something 68 miles.

The signal tower is "a little way south" of the castle, so throw in a handful of extra miles.

What part of the signal tower are you trying to make sense?

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u/PuzzledFormation Mar 21 '25

4e few rule questions

Hi hi!

Wanted to double check a few things! I just started dm'ing the oldenhaller contract revised for 4e and during some testing I ran into; Strike to Stun.

With it you dont take the called shot penalty to hit the head. Use that with a pummel weapon and you can somewhat/pretty reliably inflict a 'Stunned' condition with one more opposed Str/End test it seems.

To get rid of a said condition you roll a +0 Endurance check but with a -10 from the condition (which affects all your tests) at the end of the round or you take no actions?

This seemd widly powerfull to me so I feel I might be missing something here. As I can imagine a player might use a point of Resilience (or what the name was) to lose the condition. But an npc the players fight? Whats the way to deal with this? Can allies shake you out of it or something?

And for another question; Advantage, I use Up in Arms for group advantage. UiA says you gain an advantage when you win an opposed test you initiated. The Corerulebook adds that when you hit an enemy with an attack you gain an advantage. Do you get both incase you hit and thereby win the opposed test? So in what ways does UiA add and or subtract from the base advantage rules?

And when an opponent would win the melee test you initiated would it gain an advantage? I think yes, but since its not an opposed test they initiated I would think not?

And lastly; I know you can only deal damage when defending an opposed melee test when you score a double, but is the damage the same as your weapon? So X+SB+SL+critical table added wounds? Or just the critical table added wounds? Since you're not really attacking.

Sorry for the rambled writing not sure how else to ask these questions, any advice is appreciated. Me and the players are looooving the game so far! We're planning to get into the 'Enemy within' campaign after this and a few more smaller adventures (next up will be; 'If looks could kill')

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u/BackgammonSR Likes to answer questions Mar 21 '25

Strike to Stun: Yes Stunned condition is essentially a death sentence, but in my experience it doesn't end up happening too often (one of my PCs has Strike to Stun). Anyway, NPCs are there to die, right?

Advantage: No, you get 1 Advantage for hitting someone, not 2. Keep in mind you can also get Advantage in other ways, such as a successful tactical Perception test or something like that.

Correct, you do not gain Advantage for successfully defending, because you did not initiate that test.

When you cause a crit when defending, you only cause the damage the crit iself lists. You do not add Str or your weapon's damage. Note that there are Talents and Traits that allow you to cause damage while defending - which is nasty powerful.

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u/Sad-Cow5084 Mar 26 '25

Could anyone help me what book the class called wild magician I think from?

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u/konra01 Apr 03 '25

Hello, is there a tool similar to 5etools for warhammer fantasy?

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u/Nurgle_Pan_Plagi Apr 03 '25

There is no tool to that extend and probably won't be since D&D has the benefit of 5e core rules being free.

There are however many fan-made tools for different aspects of WFRP (mainly 4e). I think the lead in them take the works of u/Uber_Warhammer so I'll live that part to him.

You can find many other tools if you search on this sub.

There are also many fanmade adventures and even rulebooks (many for older editions too).

And there is also the Ratter fanzine that gives lot of cool homebrew and tools.

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u/Uber_Warhammer Music & Art Apr 03 '25

Hi! I have some the tools available for free on my Ko-Fi:
https://ko-fi.com/uberwarhammer

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u/Nitram4392 Apr 05 '25

Is there any way to guard against ranged attacks in WFRP 4e?

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u/Nurgle_Pan_Plagi Apr 05 '25

Few of them:

  • If the attacker is engaged and shoots, the target can defend with any Melee skill (like in melee attacks).
  • If the attacker is shooting at a Point Blank range, the target can defened with the Dodge skill.
  • If the target is holding a shield with the Shield trait of 2 or higher, they can oppose ranged attacks with it using the Melee (Basic) skill (probably with -20 penalty for using it in offhand).
  • Taking cover behind a pavise (from Up in Arms).
  • Many skills have in their description explained how they could be used in combat in certain situations. So - if the GM allows it - you can use, for example, Charm to beg for your life and convince the attacker not to shoot you.

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u/ZealousidealClaim678 Apr 12 '25

4e: I recall there was some sort of special counter attack which happened on a successful roll divisible by 11 when uaing melee(any) to parry. Where was this rule? I cant find it.

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u/prof_eggburger Teal Flair Apr 12 '25

If you roll a double when you oppose an attack roll with any Melee skill then this is a critical hit - see p. 159 of the Core Rulebook.

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u/ZealousidealClaim678 Apr 12 '25

Thanks i have completely missed it!

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u/Azimaet Apr 16 '25

So I had owned one of the core book sets a number of years ago, but got frustrated with the lack of detail for the equipment list, and never really put much effort into finding a game. Has there been any changes on that front that would make it more likely I would get back into it now?

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u/ZealousidealClaim678 Apr 16 '25

4e: im confused about how critical hits work, or more specifically how do i know the amount of critical wounds.

Am i supposed to track how many times a critical effect has occurred (rolled on a table) or is there something else which determines the amount of critical wounds you have?

How are they tracked when a creature has 0 wounds and gets critical wounds vs getting random critical hits by rolling doubles?

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u/BackgammonSR Likes to answer questions Apr 17 '25

The player normally should be responsible for tracking their number of active critical wounds. Otherwise I suppose its not a big hassle to keep notes for yourself either.

All critical wounds, no matter how obtained, count. Keep in mind some critical wounds don't have lasting effects so aren't really a concern.

I will say this - I've never had a player die from too many active critical wounds... so I personally wouldn't stress much over it.

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u/ZealousidealClaim678 Apr 17 '25

If a pc gets hit which would bring him into, lets say negative 3 wounds. Does he receive 3 critical wounds or just 1?

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u/BackgammonSR Likes to answer questions Apr 17 '25

Just 1. Let's say you roll for the Critical Wound and he has a broken arm - the broken arm is the critical wound and is considered as such until it heals. Let's say he gets into an other fight and take a crit, but it's just a stubbed toe - then no problem, that doesn't do add up since there is no long-term wound.

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u/clone69 Apr 21 '25

Just one critical wound, but the roll on the critical table is made with +10 for each wound below 0. So, in your example, those negative 3 would mean +30 to the critical table. And since 100 is instant death, that would mean anything above 70 means the PC is dead.

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u/knowledgeseekingeek Apr 17 '25

Hi,can somebody please tell me if there is any plain and simple comprehensive guide on wizard character creation and magic system

For starters I want to create high elf wizard from the core rule book but I struggle at every point,how many petty spells can I take at first level of career and how much does it cost to learn more petty spells?if I have a grimoir with,for example, uglu lore spells,can I cast them from grimoir on first level of wizard career and if not why give skill chanelling to the 1st level wizard?being high elf can I cast another magic lore spells from some other grimoir if I find one or am I obliged to first learn 8 spells from uglu lore?

Thanks in advance

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u/BackgammonSR Likes to answer questions Apr 18 '25

All magic is governed by Talents.

  • A starting wizard cannot cast any spells - unless and until they take the Petty Magic talent.
  • The description of the Petty Magic talent then tells you exactly how many spells you can have, and what XP cost is for more (you start with WB bonus spells and the first next few are 50XP each, but you are unlikely to want more)
  • Great you can actually cast spells now! Or can you? You need to invest in Language (Magick) to have a decent chance of success,
  • You must then level up to the next career, at which point you can buy the Talent Arcane Magic (Arcane Lore). This allows you to start learning ONE and ONLY ONE color lore. You do not gain any spells. You can memorize spells at a fairly expensive cost (at least 100xp), but you can now cast any spell from YOU LORE AND ONLY YOUR LORE that you find in Grimoires.
  • You can cast Arcane spells now! Or can you? Most spells are impossible or at least extremely unlikely to be cast without Channelling, so start sinking points into that.
  • As an Elf you can indeed learn multiple Lores, but must meet the ridiculously expensive requirements of having learned 8 spells and 20 points in Channeling of your previous lore. You will likely play an entire campaign and never achieve this.

Good luck!

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u/Dangerous_Swan_9184 Apr 23 '25

Hi! How do you calculate bomb damage? Do you include SL from character using it? Also what skill do you use to determine success? There is no „bombs” skills to use as weapon

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u/Nurgle_Pan_Plagi Apr 24 '25

How do you calculate bomb damage? Do you include SL from character using it?

Yes, you do, like with any other damage. You also use the weapon traits like for any other weapons.

So, for example, when using a Bomb Blast 5 makes it an AoE attack with a radius of 5 yds and Impact increases the damage by the value of the units die from the attack roll.

Also what skill do you use to determine success? There is no „bombs” skills to use as weapon

The designated one is Ranged (Explosives) but you can also use Ranged (Engineering).

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u/Dangerous_Swan_9184 Apr 24 '25

My player a mage who is already on 4 tier uses his talent to fear the enemies. During his turn, he walked one tile to approach the enemy then he moved back. Should he trigger a roll for terror or not?

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u/Nurgle_Pan_Plagi Apr 24 '25

I assume you mean that he frightens them first and then uses Move to approach them and immiedietly backs away?

RAW - yes, that would work and they roll to resist the Broken condition.

But in my book that's just abusing game mechanics and shouldn't work and as you are the GM you can rule how it works.

If the PC does just one step towards their Fear target and then goes the other dirrection or steps back I would describe that the target maybe shivers or readies his weapon in fear, but gets himself together (back to the normal Fear) as soon as he realises he isn't really in further danger.

I would maybe give him a Cool test or he gets -10 to the next defense roll if someone else is in melee with him, due to giving an opening because of that shiver.

You could set some limit on distance that the Wizard needs approach to trigget the Broken roll.

Maybe something like at least half of his movement (or a fixed distance like 4 yds, for example) OR getting into melee range (since that's "Oh shit" moment for the target no matter the range).

Just remember that whatever ruling you make will apply to everything causing Fear so don't make them too this-PC-specific.

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u/Drdeathunicorn Apr 24 '25

Heya I'm wanting to run a one shot where everyone is skaven with the goal of messing with and thwarting the witch hunters on their tail, what would ya'll say is the best resource that ya'll use for skaven player characters? And info on witch hunters?

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u/Nurgle_Pan_Plagi Apr 24 '25

For 4e you should get The Enemy Within: The Horned Rat Companion (you can get the Horned Rat proper too, it will give you even more additional stuff). It has stats for almost all the Skavens types, their monstrosities, weapons, devices, their three lores of magic and so on with a lot lore on top. It doesn't have rules for player characters per se, but you can use the optional rule from the core rulebook to use the monster statblocks as templates.

You can also get Children of The Horned Rat for 2e - it has less statblocks, a bit less weapons, but also has some Skaven specific rules for crafting, experimental mutations etc. It also has rules for playing as Skavens but if you play 4e they would need quite a bit of work to adapt (the TEW companion would be better pick then imo). It also has an adventure that you can play either as normal party or as Skaven party.

For Witch Hunters the lore is scattered everywhere, but you can find info about Skaven Hunters in the books I mentioned.

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u/Drdeathunicorn Apr 24 '25

Awesome! Thank you so much! And I figured with the witch hunters, since I have a cursory knowledge of them

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u/forcharli Apr 24 '25

Are Magic Missiles treated as ranged attacks?

New to the game and there's a few rules regarding ranged attacks, and I'm wondering if they apply to ranged magic attacks like Dart? Some examples from my notes:

Ranged Attacks:

  • Cannot make whilst Engaged unless the weapon has the Pistol trait
  • Opposed with large Shields
  • Opposed with Dodge if at Point Blank range
  • Opposed with a Melee Skill if Engaged

There are also modifiers in the combat difficulty table for ranged attacks, such as +20 for shooting a large target and -10 for moving and shooting in the same round. Do these apply to magic missiles? 

Thanks a lot in advance! 

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u/Nurgle_Pan_Plagi Apr 24 '25 edited Apr 25 '25

Magic Missiles

Magic missiles are damage-causing spells. When a magic missile is successfully cast, reverse the dice rolled on the Casting Test and refer to the Hit Locations Table (WFRP, page 159) to see where the target is struck. To calculate Damage, add the caster’s Willpower Bonus to the spell’s listed Damage. This Damage is reduced by the target’s Toughness and Armour Points as usual.

It's ranged in a sense that it travels to the target, but it doesn't follow the normal ranged attack rules (the same way using Intimidate to attack doesn't count as a ranged attack).

After all, the part that's being tested is a Langueage (Magick) test, so how precisely you pronounce the incantation so it would be hard for any of those negatives (and bonuses) to apply to that.

So you don't get negatives for casting a spell on a small target, but you also don't get bonuses for casting a spell on a group and so on.

The caster does need to have line of sight to the target tho, so you can't shoot around a wall or behind full cover etc.

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u/forcharli Apr 26 '25

Thanks a lot for your answer and explaining it so well

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u/Drdeathunicorn Apr 29 '25

So according to the wiki rat ogres are barely sentient, my question is would they be capable rudimentary speech?

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u/Nurgle_Pan_Plagi Apr 29 '25

"Normal" rat ogres? No, they are basically wild animals. They are forced into following orders of their masters like a cruel peasant would force a bull. They basically feel only agressiveness, anger and hunger.

But no one says you can't have some new experiment of Moulder to create more intelligent rat ogres.

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u/nilo_http May 23 '25

Automatic Success in an Opposed Test? Like in combat for example, if you score a 1, but o enemy has more SLs than you, who win the contest?

Sorry for any mistakes, english is not my natural language

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u/_Misfire_ May 25 '25 edited May 25 '25

 If you automatically succeed due to rolling 01–05 you score +1 SL or the SL you rolled, whichever is higher. It helps succeeding in Dramatic Tests if you have low tested Skill or Characteristic. That is all.

In opposed Tests you compare the SL from your Dramatic Test with your opponent’s SL as normal, i.e. the side scoring higher SL wins in the opposed Test.

If you want to automatically win in an opposed Test, use the Resilience point.

Winning (or losing) in an opposed Test is not succeeding (or failing).  You may succeed or fail in a Simple or Dramatic Test (which is a part of the opposed Test).

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u/The_Sadcowboy May 28 '25

Does elven wizard also need wizard license to cast spells in empire?

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u/Nitram4392 Jun 15 '25

Which skill would I use to do math be?
We are currently in a campaign where we are the leaders of a pirate crew and we need to get a new quatermaster due to some "disagreements" and we were wondering, if one of us can do it.

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u/BackgammonSR Likes to answer questions Jun 16 '25

I would use Intelligence. However, this is where the Super Numerate talent becomes very relevant.

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u/ArabesKAPE Jun 17 '25

As Backgammon said, Int and the Super numberate talent. You could probably have Lore mathematics as well.

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u/Bowdeano Yellow Flair Jun 17 '25

Ok thanks for the support guys, on to the next question. The Overcast table. This cool little table in the WoM book implies you can use your excess channelled power for all spells not just magic missiles. You can only increase damage on magic missile spells. So now am I correct in saying a spell that has the Target of 1 can now use extra SL to increase the number of targets? 1SL will increase targets by 1 and 4SL can increase targets by 2. Therefore spending 4SL I can hit 3 targets with a spell that has Target 1.

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u/BackgammonSR Likes to answer questions Jun 18 '25

Correct.

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u/The_Sadcowboy Jun 19 '25

Monsters have "Spellcaster" rule, but don't have Language (magic). How they cast spells? Should I use characteristic or just made up their spellcasting skill level?

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u/BackgammonSR Likes to answer questions Jun 20 '25

Yeah use characteristics. This is common for Monsters (though inconsistently handled)

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u/FarseerMono Jun 27 '25

If channeling(any color) is an available skill for a career and you're an elf (who meets all the requirements) can you use the same tier of that career to take a different channeling(any color) skill or would you have to start a new career/reach a new tier to take a different channeling skill? I ask because I've seen a career that has the channeling(any color) skill on two different tiers.

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u/Nurgle_Pan_Plagi Jun 28 '25 edited Jun 28 '25

A Skill (Any) in a career path allows you to take one specialisation of that skill. Sometimes you can take more than one but it will be clearly stated - for example: Skill (Any Two).

Basically, if, for example, you take Ghur then you treat it as if the career had Channeling (Ghur) written instead of Channeling (Any) for all rule purposes.

If your Elf PC wants to take more than one specialisation of Channeling then you have four options:

  • Channeling must appear in the career path multiple times.
  • You switch careers to another career that haz Channeling (for example: you may want to switch between the specialised wizard careers from Winds of Magic as you master each wind).
  • You take the Training Endeavour while Between Adventures and buy advances in a Channeling specialisation for normal XP price (and some gold).
  • You simply buy all the other Channeling specialisations outside the career for double the XP.

Keep in mind, that to buy another specialisation of Channeling you must first master the wind you are currently learning (so you must have at least 20 advances in that wind's Channeling specialisation and know at least 8 spells from it's lore - and even then you can know only as many lores as high is your WPB) ("Multiple Arcane Lores" - Core, page 238).

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u/FarseerMono Jun 28 '25

Thanks a ton! This answers my question and the follow ups I had. I love crunchy rules, but I can get lost in them sometimes😅.

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u/olcrappy Jun 30 '25

For the spell The Amber Spear, it states that it hits all targets in a line, losing 1 damage for each target, and that the first target only takes 1 damage. Does this mean that the first target in a line takes one damage, the second person would take WPB+12 damage, and the third person would take WPB+12-1 damage? It also says that if it fails to inflict any damage but i thought all successful attacks do at least 1 point of damage regardless of armor and toughness.

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u/BackgammonSR Likes to answer questions Jun 30 '25

"The Amber Spear only inflicts the minimum 1 Wound (WFRP, page 159) on the first target it strikes."

I assume this is the wording you are refering to when you say the first target only takes 1 wound. That is not what this says. This is saying the rule that an successful attack does a minimum of 1 damage only applies to the first target, meaning the second and onward targets, if they are able to soak the damage down to 0 or less, do not take any damage at all. This same rule also explains your last question.

So,

  1. First target takes WPB+12, minimum 1 wound
  2. Second target takes WPB+12-1. If spell damage is reduced to 0, spell ends.
  3. Third target, takes WPB+12-2. If spell damage is reduced to 0, spell end
  4. And so on

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u/olcrappy Jun 30 '25

Thank you so much! That was the exact part messing me up.

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u/WretchedIEgg Jun 30 '25

An Ogre gifted my Party his old house in Altdorf, it has broken floorbords on the second floor, the entrance door is ripped off and the frame is damaged, one room was used for butchering and one as a toilet (it was not a toilet) and some other little stuff. I estimate the costs for repairing everything to be around 500 Gold, do you guys think this is reasonable? I didn't find anything in the rulebooks concerning property and repair costs.

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u/BackgammonSR Likes to answer questions Jun 30 '25

So the house itself was a gift, no charge right? And we are only talking repairs? To what standard are you repairing, that of a noble?

If you aim to create a "silver"-level house, then repairs wouldn't exceed 2GC and that is being generous.

Labor costs are next to nothing in (pseudo) medieval times. People are worthless. The lumber will be more expensive, but a door, a doorframe and 1 floor isn't so bad. The rest - cleaning up poop and blood - is labor. That is paid in Brass pennies and wouldn't take more than a few people a few days. Barely amounts to a silver or two.

For 500G you can buy a brand new townhouse in a nice-ish part of town.

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u/WretchedIEgg Jun 30 '25 edited Jun 30 '25

The rulebook states, that paying one person to carry stuff for a weak is considered 1 Gold and 4 silver, Writing material is 2 Gold and one day rations are 2 Silver, so you are telling me repairing a run down Ogre house is worth 20 rations?

Edit: I mean I massively overshot, but 2GC seems extremely low.

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u/BackgammonSR Likes to answer questions Jun 30 '25

Yeah as ArabesKAPE points out Rations are actually pretty expensive - regular groceries are half that.

I think a better way to calculate this is to look at the Careers and their Status. For the cleanup, let's say you hire some Menials (Servant career). They are Silver 1. Mind you, I think that's really expensive, but let's say we're trying to do this "respectably" so we hire Menials. Let's say the cleanup effort takes a week.

Then we need carpentry work (the floors, the door, etc - all carpentry). Let's say we need 1 Artisan (Silver 1) and he has one Apprentice (Brass 2). Let's say this also takes a week.

Statuses are essentially money you make in 1 week, and there are dice rolls involved, but let's assume these people are fully employed for a full week so earn their max salaries. That gives us:

Menial: 10 Silver + Artisan 10 Silver + Apprentice 40 Brass (3 Silver 4 brass) = 1 Gold 3 Silver 4 Brass total labor.

So the question is what is the cost of lumber. We have less to go on, but let's use Trading Goods. Timber varies in price according to seasons, and price is given for 10 Encumbrance. Hard to say how much of that you really need, but let's assume worst-case scenario, all 10 Encumbrance. So the price is between 1.5 GC to 3.5 GC. Let's maybe just average that to 2.5 GC.

So 1/3/4 + 2/10/- = 3/13/4. So about 3.5 GC, making max assumptions about all costs, which is pretty generous.

So, there you go.

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u/Nurgle_Pan_Plagi Jun 30 '25

Statuses are essentially money you make in 1 week, and there are dice rolls involved, but let's assume these people are fully employed for a full week so earn their max salaries.

The money you get from Income is your netto income - with taxes and daily expenses already deducted.

But according to the Hirelings rules (core, page 309) you simply pay 3x the Social Status (not the Social Status's income) for a day of work, so for example someone with a Status of Brass 1 would get 3 brass pennies per day.

So if we do go with Menials and one week of work (with one day free, so 7 working days) we get 21 shillings total per Menial.

But that is very generous considering that even someone as hard working as Miner is only Brass 4. I would say that Brass 3 is a good price for that - which is accidentaly the Status of level one Ratcatcher, who also works with a lot of shit.

So, if we get two good old Dung Collectors, one Artisan and one Apprentice Artisan it's a total of:

(2 × (7 × 9d)) + (7 × 6d) + 7 × (6/-) = 10/6 + 3/6 + 2GC 2/- = 3GC 4/-

So, accounting for lumber we get a total of 5 gold crowns and 10 silver shillings for the work and materials.

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u/ArabesKAPE Jun 30 '25

Charege it a labour and materials cost - a cleaner is 15d per day and a journeyman carpenter is maybe 3 shillings per day. Say it takes 3 days of the carpenters time and 6 days for a cleaner then you are looking at 9 shillings + 90 d = 13 shillings 10d. Then you add in materials of maybe 5 shillings. So you would be looking at 18/10 so about a crown and a half. So Backgammon seems pretty much on the button. Maybe the damage is very bad and you double the costs, sill less than 4 crowns.

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u/WretchedIEgg Jul 01 '25

Where would one find more stats for demons, the core Rulebook only lists 2 minor demons and a demon prince. I'm playing 4e.

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u/BackgammonSR Likes to answer questions Jul 03 '25

Scattered here and there. Empire in Ruins has a couple. Power Behind the Throne has blue/pink horrors.

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u/WretchedIEgg Jul 03 '25

Just found blood letters in rough nights hard days

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u/Antsamm Jul 04 '25

I don't think I truly understand how group advantage action "trick" from up in arms truly works. You use one advantage to have a chance to gain 1 advantage and maybe a condition, but the condition is relevant on GM. So without GM approval you use 1 advantage just to have a chance to get that advantage that you used back?

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u/BackgammonSR Likes to answer questions Jul 04 '25

If I were a GM, I'd tell you before you spend anything what is possible for you.

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u/MrBlue_SkyWrite Jul 20 '25

How to interpret prices that are represented without specifying the type of coins, for example, in Taverns of the Old World there are prices like 6/ or 2/10

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u/BackgammonSR Likes to answer questions Jul 21 '25 edited Jul 22 '25

Those are in silver. So 6/ is 6 silver, 2/10 is 2 silver + 10 brass.

Generally speaking prices in gold are noted with "GC" so 6 GC, or are noted with full 3 values. So 2/10/6 would be 2 gold, 10 silver and 6 brass.

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u/jebberwockie Jul 22 '25

Hello! Just a couple quick questions as we start 2e for the first time. I'm a fairly experienced GM but my players are pretty new. Anyway:

  1. Is a 100 sided die fine or do we want to stick to the 2d10 for percentiles?

  2. Has anyone made an Ogre playable race for 2e?

  3. Is there a complete list of the random career rolling chart for 2e? I'm assuming there'd be one in the career compendium but I haven't checked yet.

  4. The Thousand Thrones or Paths of the Damned? Probably not Plundered Vaults, but maybe?

Thanks!

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u/Nurgle_Pan_Plagi Jul 23 '25 edited Jul 24 '25
  1. Is a 100 sided die fine or do we want to stick to the 2d10 for percentiles?

It's fine, as long as you are fine with it rolling for twenty years and falling of the table ;) Tho, spellcasters and priests will need several d10s anyways. Otherwise, it's just preference.

  1. Has anyone made an Ogre playable race for 2e?

There is an official race for Chaos Ogres in Tome of Corruption - if you remove mutations it should be fine to go. Though Ogres are on a bit higher power level, compared even to Elves, so there may be some balance issues. I would discuss with the players if they are ok with one of the PCs being just straight up stronger than the rest to some degree before you allow Ogres. Even if they do, you might want to cut the Fate points for Ogres to balance them a bit.

  1. Is there a complete list of the random career rolling chart for 2e? I'm assuming there'd be one in the career compendium but I haven't checked yet.

Yep, it's in Career Compendium. It actually has three master tables - classic one, by class (academics, commoners, warriors etc.) and by enviroment.

  1. The Thousand Thrones or Paths of the Damned? Probably not Plundered Vaults, but maybe?

Paths of the Damned is the more "classic" one. It also picks up where the core rulebook's adventure ends. But ultimitely just read the description and take the one that intrests you the most. I'm gonna add my two cents and say - don't sleep on the Lure of the Lich Lord as well.

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u/striganypeddler Jul 24 '25

Hi, quick question : how does partial armor interacts with critical deflection? Can you never use the critical deflection with a partial piece of armor? Thanks in advance

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u/Happyfuntime5000 14d ago

Does anyone know how to get a hold of the GM screen for 2nd edition? Google and eBay have failed me.

If there is a fan made version that would be super cool too.

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u/Nurgle_Pan_Plagi 12d ago

I doubt you will find the official one, since the screen itself isn't sold anymore. And I doubt you will find any WFRP dedicated physical fan-made screens to buy, since it would be a copyright infringement.

You can however buy the PDF of2e GM's Pack for just 5 bucks - it has several reference tables, mainly of equipment/services and dark magic.

You can also get the PDF of 4e GM Screen for 14 bucks here, but it's not really usefull for 2e except for generic stuff like quick names or quick npcs.

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u/Davanmar Mar 01 '24

Hello! Sorry if this has been answered before but I am running a WFRP 4e Chaos~Cultist campaign, In this campaign one of the players is hoping to devote to tzeentch and cast some cool spells but in the base game there is only Treason Of Tzeentch, Are there any books that add more Tzeentchian/Chaos spells than the ones in the base book or is this something i need to homebrew?

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u/MagicCys Mar 01 '24

Enemy in Shadows Companion has most of Tzeentch's spells. There are some in Death on the Reik companion too.

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u/Squadinho Mar 09 '24 edited Mar 09 '24

Hello. I'm going to give the 4e starter set a go. If I don't want to use the starter characters and have the players roll up new ones, do I need to alter the difficulty at all?

Or is there a better starting point for a group of fresh characters? I'd like to play through the published adventures.

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u/Boskonovitch Mar 31 '24

I've been reading through the core book and got a rules question about damage bonus from success levels. If I swing at a goblin and roll 34 vs my melee skill of 41, that's 1 SL. Easy. The goblin rolls awful on his defense and gets 82 vs his melee skill of 20, so -6 SL. So I win the opposed roll and hit. Do I use the SL from my roll or the net SL of the opposed check to calculate damage? With a hand weapon and a str bonus of 3, that's the difference of:

3 + 4 + 1 = 8 damage

vs

3 + 4 + 1 - (-6) = 14 damage

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u/AlmightyWorldEater Mar 31 '24

The second one, net difference. Meaning the gobbo is pretty much minced meat, and if you use it, you very likely activate the death blow rule.

One of the reasons humans are pretty dope. Those rerolls can do a lot, even if you have a bad WS.

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u/L0gan117 Apr 20 '24

WFRP 2ed: i have a questione regarding Channeling and the Feint action. Both of them refere to "X action must be the next action you take" (casting a spell for Channeling and standard attack for Feint).

Does this X action must be in the same turn or could i, for example, Move + Channel and the next turn cast a Full Action spell gaining the Channeling bonuses? Or Move + Feint and the next turn make an unblockable Standard Attack?

Thank you!

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u/OrionTheAboveAverage Apr 28 '24

4e question here. Can someone explain the prices to me real quick? I don't get the way the write out costs in shillings. is 8/4 8 shillings and 4 pence?

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u/ArabesKAPE Apr 29 '24

That is correct, 8/4 is 8 shillings 4 pence. 8/- is 8 shillings, 4d is 4 pence

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u/apl74 May 10 '24

What parts of Old World history are known by the average person? Does the average person know about the Chaos gates or how they explain Mutants and Beastmen? What about Academics -- would they know about the Slann etc.? Is there any guide to what a character should really know?

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u/BackgammonSR Likes to answer questions May 10 '24

"Average person" knows literally nothing. They know the Empire's pantheon of Gods. They MAY have an inkling that some vague dark powers exist, but probably not. If they need to know, a priest will tell them. They know about Mutants and that these are bad, but they don't know why. They know Orcs and Goblins are real bad news. They know there are Beastmen in the woods, but aren't clear if this is different from Mutants. They DEFINATELY do not know about Skaven, other than anyone that mentions a species of ratmen should be ridiculed or arrested. They probably know their immediate ruler, and know the name of the Emperor, but no other nobles. They know about magic, MAY know about colors, but generally distrust it.

Academics know more, probably more about the Ruinous Powers, that there are four and they are real bad news. However, unfrotunately, Academics then introduce misinformation more than anything else. Your typical Academic is probably 1000% certain of his theories, but these theories are probably completely wrong, even worse than the "Average person". It is probably literally better off to be ignorant than to be absolutely sure of something very wrong.

A handful of individuals understand deeper secrets. You can literally count them on your fingers.

So being a character is very easy - you know zero lore. You know how to do your job and how to relate with your immediate co-villagers or co-townspeople - that's it.

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u/ArabesKAPE May 11 '24

They know nothing, they can't read and they aren't schooled outside of their occupation. If an academic has made a study of a particular topic then they will know somethings but be wrong about as much as they are right :) This is a world rife with ignorance, much like our own.

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u/Nissiku1 May 16 '24

Are there really no extensive rules for Necromancy in 4e? Four weaksause spells in the core and small tidbits in few other books all there is?

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u/Zaibakk May 28 '24

Is there any book with the rules of Greater Daemons (Great Unclean one, etc.)?

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u/8stringalchemy Jun 24 '24

When do you all offer free/discounted career changes as opposed to making your players pay the full 200 for shifting careers? I have a player who has done a lot of RP to apprentice himself to an herbalist. I was originally going to let him spend the standard 100 to move into tier 1 of that career, however, there’s some issues with that.

  • Enemy within offers a free shift into boatman for working on a boat for a week and the player feels like he should be made the same offer.

  • it doesn’t make sense to me that a player can even switch careers without a lot of roleplay or some serious narrative event. For example, I wouldn’t allow a rat-catcher to become a burgher without them acquiring a huge amount of money and I’d still make them spend the 200xp.

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u/Salicus Jun 25 '24

I had a player switch from knight to physician because he learned the heal skill in enemy within but felt like he should do more to help his friends when they are in danger of dying.

He waited for a downtime I made at the end of Death on the Reik and went into studies in Altdorf under a physician. He got some books to read for the next leg of the journey and began read/write training with one of the other PCs before that, so he even got a good explanation why he can get the talent. So I let him change career for the normal 100XP instead of having him pay another 100 for the class change. The problem for me is that it is actually an incentive for the player to not diverse themselves too much because of that high cost of class change. Which just is not something I like.

I think every career change should be tied to a bit of RP or at least a very good reason to change.

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u/PaladinMax Jun 25 '24

How do criticals on opposed rolls work?

for example, Defender is opposing the attack with a weapon and rolls a critical to parry it. Does he get a critical hit on the attacker with damage and location based on their roll?

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u/Skrybowiedzma Jun 26 '24

The way I understand it, the Defender rolls for the Critical Wound then. It's not a hit, so you don't calculate wounds with SLs, weapon traits etc - the Attacker only gets the effect of the Critical Wound and wounds listed in the table.

For dodge tests, we have a hourserule that Critical gives +6 SL to normally calculated SLs, so that parrying isn't always better option than dodging.

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u/ArabesKAPE Jun 27 '24

He gets a crit on the attacker, the location needs to be rolled for as all crits are doubles so you can't use them to calculate the hit location. They only inflict damage if the crit causes wounds.

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u/JRDruchii Jun 28 '24

How on fire does something have to be to meet the ‘ablaze’ condition. Does my bright wizard only get a casting bonus for the targets I set ablaze or can I bring some fire with me?

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u/8stringalchemy Jun 28 '24

Is it me, or does Death on the Reik provide absolutely no motivation for the players to engage with the adventure past Altdorf? My eyes are weird so I may be missing something, but are there built-in plot hooks or is this something I’m supposed to come up with myself (which I’ll happily do, but I don’t want to derail future books if there’s something I’m supposed to do).

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u/Capital_Statement Jul 09 '24

For 4e is there a list of books that add stuff (careers,spells etc) and not just lore or adventure modules? Or do they all add atleast a little something?

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u/TheTyredMan Jul 15 '24

Hey all! New to WFRP and had some questions. For a wizard the talents Atheric Attunement and Second Sight both have max levels equal to Initiative Bonus. My question is why? What do additional levels of each of those talents have to offer? 200 points should be worth a fair bit imho. Also talents add their respective levels to the associated skills, so Atheric Attunement and Second Sight level 1 would each add +1 to channeling? What am I missing?

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u/Skrybowiedzma Jul 16 '24

If I remember correctly, every level of Atheric Attunement gives you + 1 SL to succesful Channeling Tests and every level of Second Sight gives you + 1 SL to succesful Perception Tests related to Winds of Magic.

Atheric Attunement is definetly worth investing in - at the begining of your game simply raising up the Channeling skill or Willpower will give you more than the talent, but the cost of raising up a skill or a characteristic is increasing rather fast and at one point you'll be glad if you stayed on the lower level of your career and buyed multiple levels of this talent, because getting another +1 SL from higher skill will simply be super, super expensive in exp.

How many levels of it are worth getting depends heavily on how long a camping you'll play with this particular character, I guess about 1/3 of exp you're gonna ever dedicate to raise up your channeling is close to optimal.

Second Sight typically won't be anywhere near this important, but still it may be worth buying a second time if it's very, very long camping, as the + 1 SL on Perception Tests related to Winds of Magic can give some very useful information sometimes and at one point raising up your main skills like Channeling and Language (Magic) will simply be so expensive that investing in some side-skill that you use sometimes will just be better. I'm talking about super long campains for hundreds of sessions, so it's rarely ever gonna be useful for any PC.

However, it's still good that the system allows multiple levels of this talent - this way you can create powerful NPCs like Teclis using the same rules as creating PCs and the same mechanics can apply to NPCs.

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u/BackgammonSR Likes to answer questions Jul 15 '24

Close, but not quite. They add levels to *already successful* tests. So that's not a blanket +1 SL, it's +1 SL on tests that you succeed at.

And those extra levels are just for the above bonus SLs. You don't get anything else.

Is it worth 100xp? Probably not.

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u/Caldin24 Aug 05 '24

Can a non caster get the Petty Magic Talent without having to go into a class that offers the Petty Magic Talent?

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u/MagicCys Aug 05 '24

You can learn it with an Endeavour. Finding a teacher and then succeding adequate test with -20 modifier could be a big problem. Of course you will not be able to use it without Language (Magic) and I would require it to roll on the learning test (other GMs may find different skill to be more suitable - tho I'm not sure which one in this case).

Second option is optional Star Signs rules from "Archives of the Empire 2". As written you can pick a Star Sign called The Witchling Star at the character creation (there is 20 of them, rolling random one can give you 25 exp or you can pick whatever you want for no exp reward). Then you roll D10 and on 7-9 rolls you get Petty Magic but lose 3 Strength. So no guarantee on that too and still need to learn Language (magic) somewhere.

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u/Gloomy_Tomorrow1685 Aug 10 '24

I’m playing a wizard (gray) in a group on Foundry VTT. Whenever I use a spell, (except for a petty magic spell) foundry opens the box for making a magical endurance test, using toughness as default. The problem is that I can’t find anything about this in the rules. I’ll only checked the core book and winds of magic, but I can’t find a single word about having to do an endurance test after casting a successful spell. So I wonder, is foundry vtt wrong? Or is there something I’m missing here?

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u/2behonest Aug 28 '24

Hi, small rules question here. Can you use critical deflection against an attack that ignored your armour due to the partial flaw?

Example: an enemy rolled a 22 to hit, against a target wearing an open helm (3 ap, partial) which is a critical success. They rolled an 8 for location, which is the head, and an even number, which means the 3 AP from the helmet are ignored.

Can the defender damage the helmet to deflect the critical? In the rulebook (pg 299) it says "if you suffer a critical wound (...) on a location protected by armor" you can. The location IS protected by armor, but this attack specifically ignores it.

I'm not sure how to approach this, because on one hand it kinda makes sense that you wouldn't be able to, but on the other hand it would make open helms pretty damn useless, considering they already give no protection half the time.

Thanks in advance for the assistance.

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u/iKruppe Sep 01 '24

Hey, quick question. Certain features just grant +1SL to a Test without specifying that they have to be SUCCESSFUL Tests. Ie Robes add +1,2 or3 to Channeling, Arboreal lets you add Agi to climb tests. Other instances, most obviously Talents, do specify the Tests need to be successes.

So, does a robe potentially add +3 SL even to a failed Test? What happens if you fail by -1SL and you now have a total of +2 SL on your Failed Test? Do you still fail or did the added SLs turn a failure into a clumsy success?

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u/_Misfire_ Sep 02 '24

RAW, only a roll equal or below the tested Skill or Characteristic will make a Test successful, and not the positive SL. Page 149. Valid for both Simple and Dramatic, and it was confirmed by the devs. If you roll above, and yet somehow manage to get positive SL, you fail the Test, with positive outcome. But the Talents Tests line won’t be triggered, you fumble when rolling a double etc.

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u/Longjumping-Yard-54 Sep 02 '24

I have looked everywhere for an answer and I cannot find it, can somebody please tell me what the number next to the armour word on a creature's trait is and what the number in brackets means. I fully understand how armour as a mechanic works I just don't understand why there's two numbers and which one means what? In the core rulebook they just mention the rating...

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u/BottomQuark1 Oct 05 '24

rules question:
What happens if the player uses fortune point to increase resulting SL of a roll by +1 if they failed with SL -0?

Does it become success with +0SL overall or +1SL overall?

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u/[deleted] Oct 06 '24

I'm writing a story arc where they are helping restore a village shallyan temple. Its a bit like a grey's anatomy type of deal.

There will be a girl who can't feel any pain, and keeps getting injured because of it. Some people think she is chaos tainted. The players can try to be merciful/scientific and heal her as if she was sick (with the risk that they are wrong and she is chaos tainted) or treat it like a mutation... which has a tragic ending.

How would my players determine if someone's illness is Chaos stigmata or not?

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u/RandomNumber-5624 Oct 10 '24

They could burn her at the stake. If her soul goes to Sigmar, it was not mutation. If it gets eaten by the Chaos gods then it was.

Science! It works!

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u/ArabesKAPE Oct 08 '24

There isn't really anyway to determine if something is a mutation or just a disease in warhammer. Maybe some sort of obscure arcane ritual might be able to do it but that's not getting rolled out for some random commoner.

What I think would be more interesting is that she is a mutant but a good person. Mutants aren't inherently evil, their treatment by the friends and neighbours is what makes them evil. The choice for the PC's is to bow to societal pressure and burn her or else fight against the system and free someone who could go on to be a danger to themselves and others but isn't a danger right now.

There is a 1E adventure where people encounter mutant Shallyans who are wildly mutated but live a good life out in the woods helping other mutants.

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u/Immediate_Gain_9480 Oct 14 '24

So i have a question how do rituals work in 4th? Is it just a extended channeling test that takes forever with a gigantic change.of failure? Or is there some other way you do them?

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u/DZE974 Oct 23 '24

If I have 2 careers: Let's say Outlaw then Monk. A skill is common to both. Lets say [Cool]
I have 5 ranks in cool from the Outlaw. I left the incomplete career for RP reasons.
I have 5 more in Cool during leveling in the second career (Roll 20 charges the points as if it is rank 6-10)

For the purposes of qualifying for career advancement to level 3 Monk/Nun:
Do I count as having 10 advances in Cool?
Or only 5 because I bought the first 5 in a different career?

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u/ArabesKAPE Oct 23 '24

Your advances carry over between careers. It doesn't matter what career you buy it in or if you get outside a career (down time endeavour or as part of char gen)

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u/nespresso64 Oct 26 '24

WFRP 4e question about casting and SL levels:

I want to know if the "+SL" sometimes mentioned in spells counts the SL in trying to cast the spell (to meet the CN) or just the overcast SLs.

For example with Enchant Weapon that has a CN of 6 and the description below:

"For the duration of the spell it counts as magical, gains a bonus to Damage equal to your Willpower Bonus, and gains the Unbreakable Quality (WFRP page 298). For every +3 SL you may also add 1 Weapon Quality or remove 1 Weapon Flaw from the weapon, while the spell is in effect."

If I cast this with 6 SLs do i get the base effect + 2 weapon qualities or JUST the base effects?

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u/ArabesKAPE Oct 27 '24

In the example you give you just get the base effect. The additional effects require additional SL's.  So if you channel until cn is effectively 0 and roll language magic and get 3 sl's then you could cast the spell and add 1 weapon quality.

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u/_Eskalat_ Oct 31 '24

Armour and stealth. Core rulebook, pg 300: "Wearing any Mail or Plate confers a Penalty of –10 Stealth each." I've interpreted this as (for example) -30 to stealth for wearing a mail coat, coif and chausses. Correct?

But then looking at the optional 'quick armour' rules, a full suit of medium armour (which is "mostly chain" and protects all locations) gives only -10 to stealth in total.

Have I misinterpreted the stealth/armour rules here? Is it meant to be "-10 for wearing any mail at all" rather than "-10 per item of mail"?

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u/_Misfire_ Oct 31 '24 edited Oct 31 '24

It’s -10 per any Mail or Plate, and not each mail or plate element, no matter how many the character is wearing. any Mail / Plate means many Mail or Plate as Mail or Plate Armour confers one penalty. Yep, comparing with the Quick Armour rules was the way to go.

This is cumulative with the penalties from individual armour equipment, such as Plate Leggings. You could sum up penalties on Mail and Plate Armour sets and you should ended up at the same penalties as in Medium and Heavy Armour.

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u/green_glass8 Nov 02 '24

I was looking to give my players a magic item that acts like a single cannon shot, but I can't find any rules in the rulebook or online despite the frequent art of them in the book. Are there really no cannon stats in WHFR 4E? If so what are your homebrew stats if you have any?

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u/Capital_Statement Nov 02 '24 edited Nov 02 '24

Up in arms has the stats and rules for crewing them

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u/Gnome__Paladin Nov 04 '24

4e Question

Is the stats for Ghal-Maraz only two-handed? If so how do you handle having no players with the melee two-handed skill?

We're just at the end of DotR so I have time to encourage some direction if it's not too obvious. (Probably what that one sword was for)

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u/Merrygoblin Nov 05 '24

I guess the main options would be to (1) subtly (or not so subtly) nudge someone to go into a career with that skill, (2) allow them to use it anyway when/if the time comes to fight a certain someone (just that one time) because Sigmar smiles on them that day (probably the PC with the most martial vibe), or (3) bring in an NPC (probably a priest of Sigmar) who can use it. If no-one is especially inclined to go that way with their character, I'd probably tend to option two to maximise player agency.

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u/chiron3636 2e Grognard Nov 07 '24

Sell me on taking Aethyric Armour. I’m a bit peeved it doesn’t scale with SL so how can it be used most effectively? Does it absorb crits?

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u/Bowdeano Yellow Flair Nov 08 '24

The Petty Magic spell Sly Hands. I know Petty Magic is low powered, but this is almost pathetic. The wording of the spell is to teleport a small item from about your person and into your hand.

So you would already have this item, it could be in your pocket or back pack. So you could use your action to cast language magic and hope for a successful role and if successful the apple in your pocket would magically appear in your hand. Don't get me wrong it would be a great party trick. But for any other situation you can simply reach your hand into your pocket and grab the apple or dagger or pistol. Most GM's would let you do this without having to roll any dice. Am I missing something significant?

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u/Capital_Statement Nov 08 '24 edited Nov 08 '24

Pistol or dagger in a backpack would probably be hard to take off your bag and find what you're looking for then grab and equip the weapon and put the backpack back on. All the while a Minotaur is charging you in active combat or party members are dodging and weaving blade swings to the left and right of you while orcs charge in. I think a gm would make you a very easy shot if you did that. Just think about trying to ruffle though a big hiking bag that starts on your back to find a knife within multiple pockets while some guy tries to shank you all within a couple seconds. It's definitely harder than just saying some words and it appearing in your hand.

Shop keeper sees you steal something and put it into your bag and demands you empty your bag out in front of the guard who's very busy. Oh, look it's not in the bag. The shop keeper has wasted the guard's time and therefore he gives the shop keeper a boot since he's got to look for real crime and not a paranoid seller losing track of their own stock.

It's super niche still but there's a use or two

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u/ArabesKAPE Nov 11 '24

What if your hands are tied together or you are chained to a wall? Maybe you sow a lockpick or saw blade into the hem of your cloak that you can teleport into your hand if you get captured? Like most petty magic it requires some imagination to use but there are loads of fun things you can do with those spells. it helps not to view the game mechanically and instead think about what a character in a movie would do with those powers.

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u/2Questioner_0R_Not2B Nov 09 '24

I noticed that hammergen recently added this new feature called creature traits which you could add to your character so it's basically like the mutations but without any of the side effects/downsides of said mutations when too exposed to chaos or something.

So does the same thing I said about mutations I asked about in my last question also applies to creature traits as well?

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u/ArabesKAPE Nov 11 '24

Creature traits are traits for creatures in the game, they are not meant to be added to PC's. If you want someone to answer your question you need to put all the relevant information in your question, I am not researeching your post history for you.

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u/LotteLehmann Nov 14 '24

New player skill question: What restrictions are there on picking a skill that has any (any) tag associated? For example Language(any) is offered to a Druid at career level 2 but does that really mean any language, or any language I have heard(or the druids master), or down to the GM's discretion? I've started more than one character in different playgroups recently and was curious before I assume/expect various things

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u/Vasss666 Nov 15 '24

New GM question: How do you make a big battle, say, 50vs50 people work mechanically? How do you determine stats, damage, chance of hit etc?

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u/ArabesKAPE Nov 16 '24

You don' t not using the standard rules anyway, it'd take forever. Up in Arms (or maybe one of the Archives books???) does rules for mass battles that abastracts the combat that would probably be your best bet.

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u/No-Communication-156 Nov 17 '24

New Player asking about 4e: If a Wizard creates a Familiar, what happens if/when that Familiar dies? I've seen vague flavor of 'It's Traumatic' but that's about it. Is there a way to bring the Familiar back? Is the Wound/Fate Point/Resilience point also gone if they can't be?
Just making sure I understand.

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u/tomasmcgoldrick Nov 19 '24

I think you'd need to create a new familiar and give up another Wound/Fate/Resilience.

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u/ArabesKAPE Nov 19 '24

They die and you lose the point.

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u/CaptainBaoBao Nov 17 '24 edited Nov 19 '24

Is secret language ( guild) for one guild or all guilds ?

Obviously no. But I have seen scenario where having that skill is the key to access information from guildmen or merchants. It implies that the language of guild is the same every guild.

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u/BackgammonSR Likes to answer questions Nov 18 '24

Yeah it does imply it's a universal language, which is probably incorrect. My guess is that if it was guild-specific it would be too costly a skill for what it gives you. As a GM, I'd just rule that the language of other guilds might suffer a -20 to understand, something like that.

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u/RiderMBR Nov 18 '24

How can witches learn other lores of magic? Are they limited only to witchcraft lore or can they pick up other lores as well. Can they just learn new spells from any lore or should the different lores be unlocked with XP? If so how much per lore?

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u/PrimeInsanity Nov 27 '24

There is the "witch!" Talent that allows learning specific spells outside your lore

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u/LordCastello Nov 21 '24

Are there any other sub species for humans?

I know the basic one is reicklander, and Tileans are in the "up in arms" book, but, are there any others? Where to find them?

Thaanks

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u/BackgammonSR Likes to answer questions Nov 21 '24

Scattered... Middenheim has several for that neck of the woods, and Archive of the Empire 3 has a bunch for Altdorf itself, and Salzenmund has some too. There are probably other books.

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u/Papyaq Nov 30 '24

Why Huffers don’t get Sail skill until Tier 4? Player asked me this and said it doesn’t make sense. And i don’t know what to tell him. Maybe i don’t understand something. Don’t you roll Sail when piloting a ship? And Huffers are literally pilots.

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u/Salicus Dec 02 '24

They in fact are not Pilots though until Tier 3 where it says pilot. Although I admit that not having it in Tier 3 is a bit weird.

I would read the flavor text about the huffer, they actually give a good insight on what that particular job is for. They are not really Pilots and more like navigators through difficult stretches of water. They know all the shallow grounds and know the currents of the water.

Other than that you have to consider that, you actually get talents that help you sail a boat. Everyone has the Sail skill. but not everyone can rank it up.

Hope that helps.

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u/kapikem Dec 01 '24

Hi all!

The rules for Shoddy Item Quality state “item breaks when used in any failed Test rolling a double…”

It breaks in literally ANY failed test? Sooo, rolled doubles on my failed perception test, my shoddy sword just falls apart? 😂

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u/ArabesKAPE Dec 01 '24

You're not using your shoddy sword to perceive things so it wouldn't break if you crit failed a perception test. But if you used it to open the lid on a tomb or hit somebody or use it to hook a backpack floating past on a river and you crit failed it would break.

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u/seniad142 Dec 05 '24

I just started playing Warhammer Fantasy RP 4E, and we are using the Winds of Magic book. For spells like Flamestorm, it says “for every +2 SL on your Casting Test” you get to add one yard to the base 2 yards AoE. Is this based on your total SL for the test or just what you got above the CN like overcasting?

For example, I need CN 8 to cast it and I got SL 8 on my roll (no channeling), would I go with the base AoE of 2 yards or 6 yards?

The wording made it sound like the total rather than like overcasting, but I don’t want to accidentally cheat at all. Thank you!

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u/PrimeInsanity Dec 06 '24

Would it be ridiculous to allow someone of a different lore to transcribe a spell of another lore in a similar way as one without any lore can?

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u/olcrappy Dec 09 '24

Are there any official stats for chariots? Specifically tuskgore or razorgor chariots? I am designing a scenario for my players and want there to be a possible chase scene with them fleeing from a Beastman raiding party.

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u/Unionjack8088 Dec 13 '24

Does anyone have experience with how benefits from each magical lore stacks with spell effects? For example, Aqshy lets you add an ablaze condition to anyone targeted by a spell from the same lore. If I cast Ignite, which causes 1 target to gain 2 stacks of ablaze, do they in practice get 3 stacks of ablaze?

Would this apply to AoE as well? I know some spells target an area, like Great Fires of A'zul, but these don't necessarily target an individual, and burning head just moves around. Would these add ablaze from the lore as well, beyond anything specific in spell descriptors?

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u/L0gan117 Dec 14 '24

Yes they would

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u/StaxRL Dec 14 '24

Heya! Learning how to play here. Salundra attacks a troll and gets a +3 success against the troll's -3 failure. On roll20 it says Sali dealt damage: 7 + opposed SL - does this mean a total of 10, or 13 damage?

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u/L0gan117 Dec 14 '24

13 damage because the opposed SL total would be 6

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u/Watcher3079 Dec 15 '24

Chances of Badger statblock’s existence?

Been racking my brain as to why there could an example of a custom made stat block or a way making one. Any ideas or suggestions, would be greatly appreciated.

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u/MagicCys Dec 15 '24

Archives of the Empire III has badger familiars. (I guess you want to have Badger Rider so it's just the matter of tweaking the size and stats)

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u/[deleted] Dec 24 '24

[deleted]

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u/BackgammonSR Likes to answer questions Dec 25 '24

One of the Strictures of the cult of Sigmar is "Root out Greenskins, Chaos worshippers, and foul witches without mercy"

Mutants are inherently "chaos worshippers" (at least in most Sigamrites' view, and that is largely correct). So it is a dogma of his cult that he needs to kill the mutants. If he lets them go, he will get a Sin point (possibly even 1 Sin point per mutant if you're feeling nasty).

He can still decide to not kill the mutants. If killing the mutants is going to rile up the entire village and he will need to face dozens of armed peasants, he may need to do a tactical retreat (he would still get the Sin points, but that's better than dying). He would want to come back later with reinforcements to complete the job, though.

So in no way would he think to spare the mutants out of emotional warmth, though. Mutants are the enemy, this is the central cause of his life. If he stops believing that, it should cause a serious crisis of faith, perhaps leading to a change in career.

As to the PEOPLE of the village hiding the mutants, that is different. He may see them as simply misguided. This is something Sigmarites commonly encounter. Village folk still think those mutants are daughters, sons, wives, husbands, cousins, friends, etc. The bonds within villages are extremely close. It is understandable the folk would not recognize the mutants for what they are - ex-people, now foul servant-victims of chaos. The mutants themselves MUST burn, for the good of the rest of the villagers, but misguided people can be handled with compassion.

Unless the village is more than misguided. If they are all in on it - all chaos worshippers - they they must ALL burn. Chaos is a cancer that must be excised.

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u/PlasmGeth Jan 04 '25

Do magic missiles hit automatically upon a successful cast? Or does the target get to oppose it?

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u/Nurgle_Pan_Plagi Jan 06 '25

If cast successfully, yes. Though keep in mind that if the opposing side also has a wizard he may attempt to dispell the spell while it's being cast, once a Round. Then it's an opposed test of Language (Magick) betweent the wizards.

Dispelling: Core 237, Winds of Magic 23

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u/ratSkcirtaP Jan 11 '25

I am not playing in English, perhaps my translation is not correct, but i hope you can help me.

I'm playing 4e and about magical weapons. If someone use the blessing of justice, the weapon of the target gets magical. What is the benefits of this? Is the only benefits that you can hurt enemys with the trait ethereal like ghosts?

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u/FranboLobo Jan 17 '25

Extra Wounds when at Zero Wounds

Curious to see how you handle characters or NPCs taking extra wounds when they are already prone to and at zero wounds.

Being hit again sees pretty clear (i.e. instant death or critical with negative modifier to the hit location), however I am not certain the approach to take when the "new" wounds are not from a hit (e.g. they come from bleeding).

My instinct is instant death / critical to the body, but would like to understand what others do.

What do you do?

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u/Nurgle_Pan_Plagi Jan 18 '25

So, when you take damage while at zero you get a critical wound.

That works for damage for combat, falling, starvation and many other things.

When something works different it will have it's own rules.

I recommend you to read bleeding, poisoning and suffocation again as it answers your questions. For example: you don't take damage from bleeding when you are at zero wounds, you fall unconcious and have an X percent chance to bleed out.

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u/FranboLobo Jan 17 '25

Knights and Destriers - Advancing Level in a Career

So... as a general concept my understanding of trappings for advanced levels of careers is that the player needs to gather the equipment included there.

However for some careers this seems a virtual impossibility, the obvious example being a Knight that moves from Squire to Knight and needs a Destrier. Considering the list cost for such a thing is 230 Gold Crowns this seems practically impossible in any normal way.

I can certainly come up with many ways to get them a free or discounted Destrier (whether from defeating a knight, getting it from a noble on loan or as something their order gives them in addition to their medallion). However... considering the extreme value of such a thing that seems wildly preferential and unbalanced to every other player.

So my questions are your opinions on the following:

(1) By the book is the PC expected the proved trappings themselves?

(2) How would you deal with the fact that most players Level 2 trappings cost around 10 Crowns while the knight has to find 260 Crowns worth of trappings?

What do you think?

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u/MagicCys Jan 18 '25

This blog from C7 is great for the trappings problem: https://cubicle7games.com/blog/career-trappings

In my game I don't require my players to have the trappings but they don't get the career Status without them. Would you believe that this random stranger without a horse and armour is a knight?

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u/YORheistheMAN Jan 21 '25

Are there any official jousting rules for 4th Edition?

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u/BackgammonSR Likes to answer questions Jan 21 '25

Technically, yes - in that no special rules are required.

The Core rulebook has basic Mounted Combat rules which may frankly be enough, since the mounts are basically irrelevant in a joust. And, really, Mounted combat is basically irrelevant too. You would basically just stat out 2 knights in as much armor as they can afford slamming each other with Lances. This would be handled as a regular Melee Combat roll, with the "pulling your blows" rule (i.e., no crits) if they are playing nice and nobody is expected to die.

As a GM, what I would allow is the one with the highest initiative to hit first. If his opponent survives, then it's his turn to roll his attack. Repeat until someone is unhorsed. You could decide that a crit hit, or a crit fails, results in unhorsing and thus in an immediate victor.

There are advanced mounted combat rules in Up in Arms, but these mostly deal with your mount getting into the action, or a rider attacking a non-mounted opponent, which isn't terribly relevant in a joust.

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u/LordCommissarMeerkat Jan 25 '25

Our group has got it into our heads that magical weapons ignore armor points, but we can't seem to find the source for that rule. Did we just make it up?

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u/BackgammonSR Likes to answer questions Jan 27 '25

Yes you did. There is no such blanket rule.

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u/olcrappy Jan 27 '25

In the core book for 4e witch hunters get a silver sword, is there a difference between a silver sword and a regular hand weapon?

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u/websare112 Feb 08 '25

Cubicle7 wrote a blog post about silvered weapons in 2020. You can read it here:

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u/102rudy102 Jan 31 '25

I can't find a rule in the manual for how many attacks a player has in a turn. In the second edition there were statistics for this. Does the player only have one attack in 4th Edition?

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u/BackgammonSR Likes to answer questions Jan 31 '25

Correct, only one attack. Some Talents, circumstances or conditions can change that (ex: Frenzy, Deathblow) but in a normal situation, they only have a single attack.

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u/Nurgle_Pan_Plagi Jan 31 '25

Yep, also probably the easiest way to get more attacks per turn is Group Advantage.

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u/Arilal Feb 04 '25

Hi all,
who is a citizen of the Empire and a subject of His Imperial Majesty? If, by any chance, an Asur is born in the Empire are they a citizen of the Empire? What about other races?
Thank you 😊

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