The award-winning Doctor Who: The Roleplaying Game has regenerated into a new Second Edition that is faster, easier, and even more exciting. This book presents all the rules and background you need to voyage across space and time with the Doctor, or as new characters experiencing brand new epic adventures.
This core rulebook includes: Complete character creation rules to allow you to bring to life a new time travelling adventurer to explore space and time aboard the TARDIS. They could be companions to the Doctor, or a new Time Lord of your own creation, Time Agents, or investigators and defenders of planet Earth. The complete revised rules for playing Doctor Who: The Roleplaying Game. The new and updated version of the popular Vortex system is completely compatible with the First Edition of the game. Second Edition makes gameplay faster, easier, and quicker to learn, while keeping all of the dramatic action you'd expect from an episode of Doctor Who. Advice for Gamemasters, new and old, on how to make the experience of Doctor Who: The Roleplaying Game feel like you're living an episode of the TV series, as well as how to create exciting storylines and continuing campaigns. Revised rules for creating your group's own TARDIS, or other time travel device to allow them to adventure from the dawn of history to the very ends of the Universe. An expansive look at the history of the Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time. Pregenerated character sheets for the Doctor and her companions, ready to play straight away!
From an alien incursion at a holiday camp in England, to a secret after-hours sale at the galaxy's largest department store, the Doctor's adventures can take them to the strangest of places. Sometimes, however, it feels like the TARDIS has a mind of its own, taking the Doctor just where they need to be. Surely these recent adventures cannot be connected, can they? A Stitch in Time provides Gamemasters with a complete series of their own - ten episodes to play over ten weeks, each building to an epic finale that connects them all. The ten adventures provided can be played in any order (except the explosive series finale), each offering potential sequels and continuations for an even more expansive campaign. Will the characters find everything they need to save the planet Nhein?
Adventures in Space provides a whole host of planets to explore for your Doctor Who: The Roleplaying Game adventures, including rules for creating your own new alien worlds, along with their inhabitants. Twenty planets from the series are covered, as well as new, exciting environments for the Gamemaster to set their epic adventures. Each entry provides plenty of adventure ideas, as well as a glimpse into each planet's history.
Adventures in Space features: Alien creation rules - create new adversaries and NPCs for your alien worlds, or even new alien characters to join Team TARDIS. Starship and space station creation rules - you don't have to explore the Universe with a TARDIS, with revised spaceship creation rules to get you travelling the stars. Alien world creation - new vistas to explore, strange places to see. A selection of planets from the series - want to return to Skaro, Trenzalore, Karn, or Akhaten? We've got you covered! Each planet looks at its environment and history, and provides adventure ideas to get you started.
The exclusive Collector's Edition of Doctor Who: The Roleplaying Game is beautifully finished, featuring a wraparound cover image of the TARDIS Console Room, with spot UV to highlight the glowing crystals. The 256 page book is presented in a slipcase intricately designed to reflect the exterior of the Thirteenth Doctor's TARDIS. The slipcase opens with two doors at the front held closed with magnets. The book content remains the same as the standard edition, with the addition of a ribbon bookmark, and striking page edging, in TARDIS blue. We love creating Collector's Editions, and know that this one will take pride of place on bookshelves for years to come!
This core rulebook includes: Complete character creation rules to allow you to bring to life a new time travelling adventurer to explore space and time aboard the TARDIS. They could be companions to the Doctor, or a new Time Lord of your own creation, Time Agents, or investigators and defenders of planet Earth. The complete revised rules for playing Doctor Who: The Roleplaying Game. The new and updated version of the popular Vortex system is completely compatible with the First Edition of the game. Second Edition makes gameplay faster, easier, and quicker to learn, while keeping all of the dramatic action you'd expect from an episode of Doctor Who. Advice for Gamemasters, new and old, on how to make the experience of Doctor Who: The Roleplaying Game feel like you're living an episode of the TV series, as well as how to create exciting storylines and continuing campaigns. Revised rules for creating your group's own TARDIS, or other time travel device to allow them to adventure from the dawn of history to the very ends of the Universe. An expansive look at the history of the Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time. Pregenerated character sheets for the Doctor and her companions, ready to play straight away!
The Gamemaster's Screen for Doctor Who: The Roleplaying Game is the ideal addition to every Gamemaster's collection. Perfect for the Gamemaster who likes to keep their plots a secret from their players, the Gamemaster's Screen contains a wealth of useful information. The Gamemaster's Screen is a three-panel landscape screen with a stunning image of the Doctor's recent incarnations, which will inspire your players to ask themselves, 'What would the Doctor do?' The interior contains the most used rules and tables, handy for both novice and seasoned Gamemasters to refer to in the middle of an epic adventure without slowing things down.
A 36-page booklet is also included. This fact-packed resource features advice for the Gamemaster, and a host of references and guidance to create memorable adventures at very short notice, along with a handful of exciting adventure hooks to get you started.
The award-winning Doctor Who: The Roleplaying Game has regenerated into a new Second Edition that is faster, easier, and even more exciting. This book presents all the rules and background you need to voyage across space and time with the Doctor, or as new characters experiencing brand new epic adventures.
This core rulebook includes: Complete character creation rules to allow you to bring to life a new time travelling adventurer to explore space and time aboard the TARDIS. They could be companions to the Doctor, or a new Time Lord of your own creation, Time Agents, or investigators and defenders of planet Earth. The complete revised rules for playing Doctor Who: The Roleplaying Game. The new and updated version of the popular Vortex system is completely compatible with the First Edition of the game. Second Edition makes gameplay faster, easier, and quicker to learn, while keeping all of the dramatic action you'd expect from an episode of Doctor Who. Advice for Gamemasters, new and old, on how to make the experience of Doctor Who: The Roleplaying Game feel like you're living an episode of the TV series, as well as how to create exciting storylines and continuing campaigns. Revised rules for creating your group's own TARDIS, or other time travel device to allow them to adventure from the dawn of history to the very ends of the Universe. An expansive look at the history of the Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time. Pregenerated character sheets for the Doctor and her companions, ready to play straight away!
In the time before humanity, even before the rise of Gallifrey, Scaravore was imprisoned for its crimes. Last of a long dead species, it slumbered, sending its influence out into the stars. Now it seeks to rise again, to extend its evil dominion over the galaxy.
The Secrets of Scaravore is a collection of four new adventures that can be played as standalone episodes, or as a series of connected stories that lead the characters to the Wild West and distant worlds, encountering Draconians, Silurians, Zygons, and more, before finally facing the terrifying Scaravore itself.
At Trenzalore, seemingly at the end of his life, the Time Lords gifted the Doctor with a new cycle of regenerations, and so he set off with Clara in the TARDIS on a whole new series of adventures!
This expansion for Doctor Who: The Card Game (Second Edition) gives you 42 new cards from the Twelfth Doctor's adventures, from Madame Vastra and Strax, to Missy and the Boneless. It also contains all the components, counters, and cards you need to introduce a fifth player for adventuring in time and space.
Daleks, Cybermen, The Master ? The list of threats is endless and no place in the universe is ever truly safe from danger, but there is one man who has made it his mission to defend the defenseless, help the helpless, and save everyone he can: a mysterious stranger, a force of nature who has seen his own planet die, a madman with a box.
In Doctor Who: The Card Game ? Classic Doctor Edition, players act as the Doctor and his companions to defend specific locations while sending the Doctor's enemies to conquer locations your opponents are trying to protect. Each player starts the game with one location, and cards in the deck consist of attackers, defenders, locations and support cards. To start a turn, you draw two cards, pick up any cards banked from a previous turn, and take the three cards passed to you earlier by the player on your left. You play or bank cards until you have only three in hand, then pass those to the player on your right and end your turn. Attackers target specific locations and earn points for the player wielding them if they're in play at the end of the game. Defenders try to remove attackers so that the location owner scores points for protecting the location. Support cards provide different abilities, such as enlarging your bank or providing time points (which can be used to draw additional cards). Whoever has the most points at the end of the game wins!
Doctor Who: The Card Game ? Classic Doctor Edition can be combined with Doctor Who: The Card Game.
In Doctor Who Time Clash, the Doctor and the Daleks are locked in a desperate struggle for the fate of the universe itself.
You'll play cards representing plans, threats, tech, and quips to stacks that represent the time of the struggle, the Doctor's companion, and the enemy's influence.
The two sides also compete to control the Doctor's location, which activates or deactivates crucial powers. During the game's build-up segment, each side tries to establish an advantage. When the balance tips and the endgame comes, they press for victory.
Either one of the Doctor's desperate gambits will succeed, or the Daleks' pressing threats will crush him!
A brand new 5e campaign setting of rebuilding your shattered world in the aftermath of apocalypse!
Magic is broken, the gods are dead, and the world has all but forgotten what it once was. The survivors must reclaim their lives, communities and futures, before the last threads of hope slip between their fingers.
Broken Weave is a brand new tragic fantasy campaign setting for 5e. The book includes:
The Deck of Broken Things lets you take any 5e monster or location and add them to the Broken World! Apply bizarre Decayed Transformations to turn any creatures into a nightmarish abomination ready to torment the people of the Broken World - add strange new abilities, inflict twisted mutations, and apply tragic curses to create countless monsters for your Broken Weave game!
This deck of 52 cards is an invaluable tool for all GMs of Broken Weave. The GM simply draws from the deck and applies the effect to any 5th edition creature! This means GMs can use any 5th edition monster book, critter companion, or tome of enemies in their Broken Weave campaign!
The Broken Weave Gamemaster's Screen is an indispensable tool for running Broken Weave, containing:
Doctors and Daleks: Alien Archive offers a glimpse into the many strange alien species and civilisations that players will encounter during their journeys through time and space, or even as the aliens visit our own planet. Some may prove to be allies, others enemies - or both, depending upon when and where you meet them!
Alien Archive provides dozens of entries, detailing some of the Doctor's most recognisable adversaries and aliens they have encountered. A literal A-to-Z, from Axos to Zygons, providing not only the full 5e compatible stats for use in your Doctors and Daleks game, but also a look at each species' motivations and tactics, as well as how to incorporate them into your adventures, and how to thwart their plans should they wish us harm. Doctors and Daleks: Alien Archive includes: Over 60 monsters and aliens fully compatible with Doctors and Daleks, and other 5e games. A TARDIS full of Gamemaster resources for all of the weird and wonderful aliens the Doctor has encountered, including: Background on the Species' place in history. The common motives and agendas of the aliens to aid in creating and running your own adventures featuring them. Guidance on what it's like for a time traveller to might such bizarre creatures. A host of adventure hooks to inspire your adventures across space and time. Expanded weaknesses for creatures to defeat them non-violently. More gadgets for aliens to use and players to turn against them! Multiple variations for the Doctor's most iconic enemies, from Dalek Drones to Davros and every mark imaginable of Cyberman.
A New Companion for Your Adventures through all of Space and Time! The wild adventures of everyone's favourite Time Lord come to the world's most popular roleplaying game in Doctors and Daleks. Take your gaming group into the TARDIS and travel anywhere, anywhen. Want to meet Leornado da Vinci? Or see what life is like in the year 3,000? What about another planet entirely? All of space and time is your Venusian macro-oyster, but keep your wits about you! there's a lot of danger in the vastness of eternity.
The Doctors and Daleks Player's Guide includes: Streamlined character creation rules to quickly bring to life a new time travelling adventurer. Create a new Companion for the Doctor, or build your own Time Lord! Do you want to do a bit of time tourism as part of Team TARDIS? Or will you create a group of Time Agents to fight back against pesky paradoxes? Rules for playing fast-paced, combat-light sci-fi adventures using the world's most popular roleplaying game system. Fight like the Doctor with non-lethal weapons, manoeuvres, gadgets, and the power of emotional and logical arguments - or just run away really fast! A time traveller's treasure trove of technological marvels, including sonic screwdrivers, psychic paper, and time machines. Rules for using and customising the TARDIS, as well as creating and piloting any other kind of time travel device to adventure from the dawn of history to the very ends of the universe. Advice on making every Doctors and Daleks adventure feel like you're living in an episode of the legendary Doctor Who TV series. An expansive look at the history of the Doctor's Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time, including profiles for Daleks, Cybermen, Weeping Angels, and a host of other aliens and oddities ready to be played!
In the time before humanity, even before the rise of Gallifrey, Scaravore was imprisoned for its crimes. Last of a long dead species, it slumbered, sending its influence out into the stars. Now it seeks to rise again, to extend its evil dominion over the galaxy. The Keys of Scaravore is a collection of four new connected adventures for Levels 1-5, that lead the characters to the Wild West and distant worlds, encountering Draconians, Silurians, Zygons, and more, before finally facing the terrifying Scaravore itself.
Discover the dark secrets of a technologically advanced paradise occupied by seemingly prehistoric people, and unwind the tragic plot of a Dalek plague in Paradise Lost. Marooned on a strange planet where advanced technology doesn't work, your Team TARDIS will have to unravel the mysteries of an apparently magical mediaeval society and solve an interplanetary diplomatic crisis in A Kind of Magic. Travel the Oregon Trail with a wagon train filled with refugee aliens in Westward Bound, and protect their secrets from a sect of deadly bounty hunters. Buried deep beneath the streets of modern day London, a nightmarish creature stretches its malign influence across space and time... only a team of terrific time travellers can stop it in The Mandala of Scaravore!
Forge unique weapons and armour unlike anything the world has ever seen.
Give your characters the equipment they deserve with this brand new 5th edition supplement that lets you design and build bespoke adventuring gear!
Hammer & Anvil introduces new rules for crafting new weapons, armour, shields, and mechanical contraptions. There are rules for creating powerful magic items for those with minds meant for magic, not machinery.
Hammer & Anvil is the 5e supplement that will give your characters the adventuring gear they deserve. With this book, you'll put your ingenuity to the test and be rewarded for your creative designs! You can use the mundane and magical materials of your world to complete your vision of your character.
Your great work may start as a humble longsword, but with the right equipment and materials, you will be able to craft a legendary blade capable of cleaving reality in two and summoning an ethereal being to serve by your side.
Forge custom weapons and become a legendary weaponsmith with Cubicle 7's new Weapon Forging system.
Craft new armour for you and your party with our Armour Forging rules. Your tailoring and modifications will ensure a perfect fit for you and your allies!
Turn mundane gear into artefacts of legend with our Magic Item Enchanting rules! Use your arcane talents to enhance the weapons and armour you craft, or team up with a powerful spellcaster to create potent magical effects.
Forge your weapon to slay the monster plaguing your hometown, or brew a powerful elixir to save the life of someone you love. Design and experiment, using magic and ingenuity to create something truly unique.
Hammer & Anvil and Mortar & Pestle give you the freedom to create anything you can imagine and bring it into your 5e games.
Brew poisons, potions, and elixirs for every occasion.
Learn the lost art of alchemy and harness the magical power innate to the Material Plane in this new 5th edition supplement!
Mortar & Pestle introduces new rules for brewing potions, poisons and explosives, along with rules for finding and refining ingredients, building and tending to your garden, and hunting dangerous monsters!
Bring the lost arts of alchemy to your 5e games! By finding the fragments of magic in your world and forging lasting connections with the people in your world, you can keep yourself and your party supplied on their next adventure!
Plant your own magical garden to grow the priceless herbs you need, watch them grow as you cultivate a range of vibrant and bizarre flora to use in your brews, or gather your party to hunt down terrifying monsters and harvest rare components.
The Alchemy system allows you to concoct a brand new range of bizarre potions. Mix reagents and refine alchemical components to create invigorating potions to bolster your allies.
For more sinister adventurers, the new Poisons will give you a lethal edge. Prepare toxic venoms to make every strike a deadly one and leave your foes debilitated.
Brew up the perfect potion for your next adventure with the Vault 5e: Mortar & Pestle Potion Deck! This handy deck contains a wide variety of potions, from simple healing brews to rare and powerful elixirs, all designed to enhance your gameplay experience. Whether you're a player or a Dungeon Master, this deck keeps potion details at your fingertips, so you never have to slow down the action searching for that perfect vial.
This deck is the ultimate tool for any alchemist, healer, or adventurer in the world of Dungeons & Dragons 5e.
Key Features:
Some cases can never be closed. Some doors can never be locked.
Life in the Laundry, Her Majesty's Occult Services, can involve a lot of tedious desk work ? but when sinister forces try to break into our reality to gain information, like an alien ?black bag' operation ? working for the Laundry can suddenly become exciting, dangerous, and terrifying.
The Laundry Roleplaying Game: Black Bag Jobs Reopened (2E) revises some of the classic adventures for The Laundry Roleplaying Game, along with new missions to provide a host of assignments for your unsuspecting operatives.
Features:
Learning new stuff can be fun/educational/deadly (delete as appropriate)!
Welcome, new recruits, to the Laundry, Her Majesty's Occult Services. Once you've signed [XXXXX] of the [XXXXX] you will be sent on the first training course before you are certified capable of field operations. Report to our new training facility in Milton Keynes for IAOC certification.
The Laundry Roleplaying Game: Introduction to Applied Occult Computing (IAOC), an exciting scenario where operatives from Capital Laundry Services are sent to a secret training facility in the heart of Milton Keynes (established after the Scorpion Stare incident) to learn the basics of Applied Occult Computing. What could possibly go wrong? This scenario teaches you and your friends how to play - no prep required!
Milton Keynes Visitor's Guide, a guide to the unseen Milton Keynes, where strange things happen with unsettling regularity, driving a certain combination of roundabouts can unleash unspeakable horrors, and weird building regulations hide untapped arcane energies. Complete with dangerous locations, key informants, and a host of additional short adventures.
Write code. Work magic. Save the world.
The Laundry Roleplaying Game: Operative's Handbook provides players with all of the essentials to send their Laundry agents into the most deadly corners of the city and dangerous realities way above their pay grade. Facing mind-melting terror, high-tech espionage, occult mathematics, and plenty of paperwork, a Laundry agent's work is never done - even death is no excuse for not clocking in.
Once you've signed and filled in the necessary paperwork, you will be authorised to:
Write code. Work magic. Save the world.
The Laundry Roleplaying Game: Operative's Handbook Collector's Edition provides players with all of the essentials to send their Laundry agents into the most deadly corners of the city and dangerous realities way above their pay grade. Facing mind-melting terror, high-tech espionage, occult mathematics, and plenty of paperwork, a Laundry agent's work is never done - even death is no excuse for not clocking in.
Once you've signed [_____] and filled in the necessary paperwork, you will be authorised to:
Assign your team. Exorcise evil. Get paid. New Edition - New System - New Management.
The world of Charles Stross' book series, The Laundry Files, returns to the game table with this new edition of The Laundry Roleplaying Game.
The Laundry Roleplaying Game: Supervisor's Guide provides Gamemasters with everything they could need to run missions ? sending Laundry agents into the most dangerous situations and battle evil way above their pay grade. Assign operatives, determine which evil poses the highest threat to our reality, and craft the most exciting adventures the team may (just) survive.
Once you've signed and filled in the necessary paperwork, you will be authorised to:
Assign your team. Exorcise evil. Get paid.
The Laundry Roleplaying Game: Supervisor's Guide Collector's Edition will have you internalize the five stages of Bureaucratic Grieving:
Supervisor's Guide provides Gamemasters with everything they could need to run missions ? sending Laundry agents into the most dangerous situations and battle evil way above their pay grade. Assign operatives, determine which evil poses the highest threat to our reality, and craft the most exciting adventures the team may (just) survive.
Once you've signed [_____] and filled in the necessary paperwork, you will be authorised to:
Warhammer 40,000 Darktide: The Card Game is a fast-paced and deadly cooperative card game based on the Darktide video game and set in Games Workshop's Warhammer 40,000 universe.
Players take on the role of a Reject, a condemned and entirely expendable warrior conscripted by the Inquisition. By their Inquisitor's decree, they're the first sent into the fray to crush the enemies of the Imperium and fight for their own survival.
Across six missions, they'll face hordes of chaos-twisted enemies, dangerous challenges, and come face-to-face with the chaos festering within. Each decision they make could mean life or death for the Squad. Who leads the charge? Which Sectors can be saved, and which must be abandoned? One thing is clear - Hive Tertium's salvation must be achieved at any cost, lest its corruption spread and bring damnation to an entire world.
The box contains over 260 cards, 6 Player Boards, Rules and all the Tokens you'll need to play, including rules for additional Solo and Single-mission game modes. Are you and your friends the right Rejects for the job? Are you ready to face the horrors that lurk in the depths of Hive Tertium and save it from destruction?
Step into the shadows of the Imperium with the Warhammer 40,000 Roleplay: Day of Ascension Card Game. You'll find 56 beautifully illustrated cards and a comprehensive rulebook that plunges you straight into the brutal action - everything you need to start playing right out of the box.
This fast-paced social deduction game challenges you to uncover the Traitors hidden among the ranks before they can spread the Genestealer's Kiss and doom the Loyalists.
Use Fate Cards and Special Roles to twist the game's flow, gather intelligence and outwit your opponents. Every session offers new intrigue - add unique Roles like the Astropath, who manipulates the Fate deck or the Magos Biologis, who can peer into another player's secrets, to keep each playthrough fresh and unpredictable.
Wtih Warhammer 40,000 Roleplay: Day of Ascension Card Game you'll immerse yourself in the grim darkness of the 41st Millennium with an original infiltration and betrayal game set in the Imperium's shadowy underbelly. Root out the Genestealer cultists hiding among your allies or deceive your way to victory as one of them, while letting tension and paranoia thrive. Mix and match unique Roles like the Astropath or Magos Biologis to alter how each session plays out - no two games are ever the same in this Dynamic Role System with endless replayability.
The game eatures 56 detailed cards that bring the universe's paranoia, faith, and corruption vividly to life.
Manipulate destiny, reveal secrets and sow chaos with Fate cards mechanics that make every decision count.
Quick to Learn and deeply Strategic, Day of Ascension Card Game will let you jump straight into play with an easy-to-follow rulebook - but mastering the mind games takes true cunning, and every conversation is a weapon. Every ally, a potential heretic.
Can you survive the whispers of the cult? or will you join the Day of Ascension?
Imperium Maledictum is a new Warhammer 40,000 roleplaying game set in the glorious Macharian Sector, a sector forged in blood and fire from the thousand worlds conquered by Lord Solar Macharius. It is a sector rife with peril and treachery, Imperium Maledictum uses a familiar but refined d100 system to draw players into tales of intrigue, betrayal, and conspiracy. Players take on the role of Imperial adepts and citizens recruited by a powerful Patron. These influential figures use teams outside the usual chain of command to undertake grim and perilous missions, furthering their often inscrutable interests.
To succeed, players must weave their way through the complicated web of competing factions that make up the Imperium. They must navigate a realm where a whispered accusation can be as deadly as any bolter, plumbing the depths of the most lethal hives and navigating the often far more insidious threats that grace the courts of the highborn. Do you have what it takes to survive the grim and treacherous adventures in the 41st Millennium?
The Imperium Maledictum Gamemaster's Screen is an indispensable tool for every GM running an adventure in the grim dark future of Warhammer 40,000. Catering to all playstyles and experience levels, the GM Screen provides a wealth of valuable world-building tools. The three-panel landscape screen features striking artwork that depicts a diverse group of Imperial agents surveying the heart of a densely populated hive city, poised to root out the Imperium's enemies. The screen's interior offers quick reference to crucial rules, helpful tables, and key information.
Macharian Miscellania, the accompanying 32-page booklet, is brimming with quick creation tables that allow GMs to generate characters from every faction and invent rumors on the fly. It also includes numerous world-building tables to add extra flair to roleplaying sessions. The booklet is rounded out with three intriguing short adventures that can be seamlessly integrated into any campaign, each offering unique plot hooks and mysteries to unravel.
The Macharian sector burns; the Heresies Macharia are in motions!
Inquisitor Lord Hieronymo Drake is dead. Much like the sector itself, the Macharian Inquisition is in disarray - but one Inquisitor has risen to the challenge of uniting them in Conclave. Beyond the countless heretics, daemonic influences and foul xenos lurks a threat that, left unchecked, could consume the whole sector. Can the conclave's Inquisitors and acolytes put their shadow wars aside and work together to purge this threat before it threatens the entire Imperium?
The Inquisition Guides bring the Holy Orders of the Emperor's Inquisition to life at your gaming table. This second half of a thrilling two-book set for Warhammer 40,000 Roleplay: Imperium Maledictum, the Inquisition GM's Guide gives you all the tools and content you need to craft unforgettable and perilous investigations for your players and their acolytes.
The Guide features:
The Inquisition GM's Guide requires the Imperium Maledictum Core Rulebook to play. It brings the focus in on Inquisition-themed adventures, adding new elements to your ongoing campaign, or setting you up for a brand new adventure. The Inquisition Player's Guide completes this two-book set, containing all the tools and new rules you need to build and outfit acolytes and their Inquisitor Patrons!
Heed the call! Join the holy orders of the God-Emperor's inquisition!
The Macharian Sector is in peril. On all sides and from within, heretic, daemon and xenos threaten to destroy what the Emperor and his servant, Lord Solar Macharius, have built. As the Imperium's forces take to the battlefield, it falls to the Holy Orders of the Inquisition to wage their own secretive war. Wielding ultimate authority, Inquisitors and their acolytes face corruption and damnation at every turn. They must be exacting and merciless in their vigil to survive and preserve the soul of the Imperium. Though the doom they seek to avert is inevitable, it might yet be delayed, and only the Inquisition can hope to stave off the darkness that threatens to consume the entire galaxy.
The Inquisition Guides bring the Holy Orders of the Emperor's Inquisition to life at your gaming table. This first half of an exciting two-book set for Warhammer 40,000 Roleplay: Imperium Maledictum, the Inquisition Player's Guide lets you craft intimidating Inquisitors and their loyal acolytes and equip them with everything from ominous Daemon Weapons to loyal Psyber-Familiars.
Prepare yourself well for the thankless task of facing the enemies of the Imperium, for every assignment might very well be your last. Should you survive, your only reward will be a litany of fresh horrors to face. But if not you, then who?
The Inquisition Player's Guide requires the Imperium Maledictum Core Rulebook to play. It brings the focus in on Inquisition-themed adventures, adding new elements to your ongoing campaign, or setting you up for a new adventure.
The Inquisition GM's Guide completes this two-book set, the perfect addition for a gamemaster looking to create the ultimate Inquisition campaign!
Faith is my weapon, but it is not my only weapon...
Across the Macharian Sector, the Departmento Munitorum maintains immense stockpiles of weaponry, vehicles and equipment. Their adepts have a duty to outfit Imperial agents with the gear they need to complete their missions, a practical extension of the God-Emperor's will. They account for every firearm, blade and bullet with reverence and propriety - in return, they ask for proper authorisations, up-to-date permits, and precisely filled requisition forms.
The Warhammer 40,000 Roleplay: Imperium Maledictum, Macharian Requisition Guide is a dedicated catalogue of equipment and services that can be found all across the Macharian Sector.
The Macharian Requisition Guide has 128 pages and features:
Grim and trecherous adventures on the acid-soaked world of Voll.
In the shadow of Macharia and Persepolis lies the world of Voll, a hive world run by an ancient Rogue Trader Dynasty and a cutthroat highborn caste. Every day, citizens toil in their hive cities to fulfil the Imperial Tithe, caught between the guilds and the gangs, while at odds with the world's dangerously acidic atmosphere and hazardous conditions.
Meanwhile, Heretics and Infractionists see Voll as a ripe stage for their insidious plans. In all the centuries that the Imperium has claimed the world, the planet still hides terrible secrets in its depths, shrouded by history and shielded by the wastes above.
Warhammer 40,000 Roleplay: Imperium Maledictum, Voll Adventures contains five thrilling stories: each adventure is built for parties of any Patron or composition, and only the Imperium Maledictum Core Rulebook is required to play.
Warhammer 40,000 Roleplay: Imperium Maledictum, Voll Adventures requires the Warhammer 40,000 Roleplay: Imperium Maledictum Core Rulebook to play.
Like their shattered war god Kaela Mensha Khaine, the ancient Aeldari are a sundered people. Heirs to a galaxy-wide empire that succumbed to ruination, all Aeldari fear the grip of She Who Thirsts. Each has been forced to find their own way to deal with this looming horror - some have chosen to walk a narrow path of focus and dedication, while others feed her insatiable hunger with the suffering and pain of their victims.
Aeldari: Inheritance of Embers is the ultimate Wrath and Glory sourcebook for Aeldari players and Gamemasters alike. This expansive supplement is the perfect starting point for an entirely Aeldari-focused adventure or to expand the enigmatic xenos' role in an existing campaign. Explore the shattered ruins of Craftworld Ul-Khari, raid unwary voidships as daring Corsairs, or even risk navigating the intricate and brutal politics of Commorragh itself.
Aeldari: Inheritance of Embers is packed with details on all four of the major Aeldari factions; the Asuryani, Corsairs, Harlequins and Drukhari.
Unveil the mysteries of the Machine Spirit and unleash the massive power of machines of war with Church of Steel, a comprehensive guide to vehicles in Warhammer 40,000: Wrath & Glory. Church of Steel contains rules for more than 80 vehicles from the diverse Factions of the 41st Millennium, and narrative-focused rules for running them in your games.
Take to the Mechanicus workshop to customise your engines of destruction with a panoply of weapons and upgrades, including examinations of Machine Spirits that reside within vehicles of the Imperium. Build a unique history for your venerable vehicle and travel the harsh wastes of the Gilead System with story building travel rules. Church of Steel includes: A detailed exploration of the Adeptus Mechanicus and the Machine Cult in the Gilead System, as well as the reverence other factions have for their vehicles. Rules for customising a vehicle's appearance and quirks, as well as building a rich history of its exploits. Information on the nature of Machine Spirits in Imperial vehicles as well as how xenos species view their own vehicles. Guidance for incorporating travel into your games, from treks across planetary wasteland to journeys through massive hive cities. Rules for vehicle actions, interactions, and complications in and out of combat. Customisation options for upgrading vehicle performance, adding new wargear, and installing new weapons. Stats for over a hundred vehicles from tanks, to troop carriers, to personal flyers, including a section on Necron vehicles and the mysterious living metal necrodermis. Rules for vehicular weaponry and wargear, including massive battle cannons, deadly melee weapons, and powerful means of protection.
?Listen up rejects! Grendyl needs you to go down into the Snakestack and retrieve the airflow cogitator - but something nasty is brewing down there, so watch your backs?'
Explore the setting of Warhammer 40,000: Darktide as Inquisitor Grendyl dispatches you to the Snakestack, a lost region of Hive Tertium, to retrieve a lost archeotech cogitator. The ventilation systems of the Snakestack breathe life into Tertium, but the depths of the hive are packed with traitor forces of the Moebian 6th, cultists pledged to the plague god Nurgle, and strange lost sects of the Mechanicus.
Warhammer 40000 RPG: Wrath And Glory Darktide: Extraction has 112 pages and contains:
The Wrath and Glory Gamemaster's Screen is an indispensable addition to every GM's toolkit! The GM screen contains a wealth of information, commonly referenced rules, and an additional 32 page booklet packed with advice, NPCs, and short adventures suitable for any group.
Bathed in the corrupt light of the Great Rift, the Gilead System is rife with peril. Vile xenos assail humanity from all sides, internecine strife between the factions of the Imperium threaten a catastrophic civil war, and daemonic entities penetrate reality from Cicatrix Maledictum. Discover devious plots and unravel murderous mysteries amongst feuding faiths on the agri world of Ostia. Investigate tech heresy, mechanical misdemeanours, and arcane rituals amongst the manufactora of the forge world Avachrus. Protect the holy shrine world of Enoch from enemies without, and traitors within.
Litanies of the Lost contains four exciting scenarios suitable for Wrath & Glory characters of Tiers 1 and 2. These can be played as entertaining stand-alone adventures, or combined into a perilous planet-hopping campaign that highlights the political strife and myriad dangers present in the Gilead System. Litanies of the Lost includes: Duty Beyond Death: something has gone nightmarishly wrong at the Pakthertius Servitor Manufactorum - investigate to discover its arcane technological secrets, and try to be the first to emerge alive! Dark Bidding: a clandestine contract to procure a stolen stasis coffin with mysterious contents leads the party deep into the mechanical bowels of the Adeptus Mechanicus' underworld. Grim Harvest: a spate of strange deaths at an agri world mega-acreage threatens its crucial crops, but the source may be more sinister than the frictions between the competing Imperial factions in the area. Vow of Silence: an investigation of potential heretical activity at a silent monastery goes awry when some unexpected - and murderous - guests arrive.
Explore the space hulks of the Gilead System - huge, drifting masses of ships welded together by gravity and the flames of the Warp, and home to hazard and opportunity in equal measure. Redacted Records I takes Wrath & Glory games away from the relative safety of the Gilead System's planets and out into the depths of the Void to face unimaginable danger.
This magazine-style collection of articles uncovers numerous secrets of the Gilead System, opening up new settings and antagonists for players to explore and confront, and new character options to increase Agents' chance of surviving these new and perilous situations. Redacted Records includes: Insight into the diverse and terrifying space hulks of the Gilead System, from the Chaos-touched Caveat Emptor to the Genestealer-infested Dominus Vobiscum and the Orkish battleground designated Wrath of Janus. Rules and tables to generate your own space hulk, including areas, occupants, events, and salvage. New Frameworks for Agents from all branches of the Imperium, including the elite Adeptus Astra Telepathica. Dozens of new Talents to enrich your Wrath & Glory games. Reports on the strange Servitor patterns of the Gilead System, including the corrupted butcher-servitors of the Abattoir of the Luminous Emperor. Dossiers on some of the sinister cults of Avachrus and Nethreus, to further imperil your Agents.
When shields sunder, and weapons falter, only faith endures. Step into the embattled Gilead System, a forsaken haven of Humanity amidst the writhing Chaos of the Cicatrix Maledictum. Wield the sacred Motive Force to flay your foes as an Electro-Priest, or take up the Emperor's blessed arms and wage war in His name, as a Sister Dogmata.
Redacted Records II is an invaluable resource for players and Gamemasters alike, suffused with scriptures of righteous destruction and technological liturgies to empower your games of Wrath & Glory with an abundance of new ways to play. The book is packed with eight fervent new archetypes from the Adeptus Mechanicus and Adeptus Sororitas, powerful holy relics, hallowed locations, and a host of new Talents for players to customise their characters.
Bring the forces of the Ruinous Powers to Warhammer 40,000 Roleplay: Wrath & Glory with this packed bestiary dedicated to those in service of the Dark Gods of Chaos! Threat Assessment: Daemons & Heretics presents a wide array of new and exciting challenges, from the insidious cultists of the Dark Commune to terrible Heretic Astartes!
Within its blood-stained pages, you'll find ancient and powerful relics, mind-rending psychic powers, malevolent Greater Daemons of the Dark Gods, and much more, including; Tools and advice to help craft your own nefarious cults in service to Chaos. An expansive array of new threats for your games. Powerful Daemons and followers of Khorne, Nurgle, Slaanesh, and Tzeentch. Iconic threats like Khorne Berzerkers and Slaaneshi Noise Marines. A comprehensive section dedicated to the Psychic Diabolus, the dread powers employed by servants of the Dark Gods. Threat Assessment: Daemons & Heretics is bursting with new Threats and Challenges for both GMs and players to get excited about. New and experienced GMs alike will find the expansive lore and abundance of new enemies great additions to their existing games or new adventures against the corrupting powers of Chaos. Threat Assessment: Daemons & Heretics is a must-have for anyone looking to learn about or bring the corrupting influence of the Dark Gods into their games of Warhammer 40,000 Roleplay: Wrath & Glory!
Threat Assessment: Xenos contains a mass of new alien threats to challenge Agents of any Tier, and is the perfect companion to any Warhammer 40,000 Wrath & Glory campaign. As well as massively expanding the Xenos factions found in the Wrath & Glory Core Rulebook, this book explores newcomers to the Gilead system, including the enigmatic T'au, the voracious Kroot, and the slowly stirring Necrons whose claim to the system may be older than the Imperium itself.
Threat Assessment: Xenos is the first in a collection of bestiaries for Wrath & and Glory, containing a wealth of new and exciting GM information and deadly enemies. The book includes: New rules for lethal battlezone hazards to surprise your Agents. Profiles for the ancient Aeldari, including Asuryani, Harlequins, Corsairs, and Drukhari. Enough rampaging Orks to start a WAAAGH! The waking Necrons, including powerful units such as Crypteks and Flayed Ones. A stranded T'au Strike Force of Fire Warriors, Drones, Crisis Suits, and more. A full Kroot mercenary company, and their attendant beasts. Insidious hybrids of the Genestealer Cults, paving the way for their true masters to descend from the stars.
Vow of Absolution is a detailed and in-depth guide to The Absolvers Chapter of the Adeptus Astartes stationed within the Gilead System and features a wealth of expanded lore, locations and characters... Bound by long sworn oaths to defend the Gilead System, the Space Marines of the Absolvers now find themselves the Imperium's last bulwark against the encroaching darkness... With their flagship vessel, and a number of their brethren trapped in the Gilead System by the opening of the Great Rift, the Absolvers find their numbers dwindling as they desperately defend humanity in a system cut off from the Imperium's might.
On Gilead Primus, the ancient Absolver citadel of Castle Grigori is alive with more activity than its storied halls have seen in centuries as the Chapter desperately recruits and prepares new Aspirants. Elsewhere, the ancient and venerable Battle Barge, Vow of Absolution, is stationed within the Reach, holding back the incessant raids by foul Orks, the arrogant Aeldari and worse still, their own Traitorous fallen brethren. Vow of Absolution introduces new Tier 5 Astartes Archetypes, exciting previously unexplored locations and dives into the mysteries at the centre of the ancient secrets of the Chapter. Advice on running and scaling in military action based campaigns is offered alongside a unique adventure designed specifically to introduce the new and exciting content into your campaigns. Vow of Absolution is a detailed look at The Absolvers and playing an Astartes warrior in Wrath & Glory, covering; 3 New Key Locations of the Absolvers Chapter. A detailed look at the history and lore of the Absolvers Chapter. New Astartes focused Talents. Access to the Armoury of the Absolvers - Introducing new Wargear and Equipment. Dedicated Psychic Powers and Litanies of Battle for Librarians and Chaplains. The introduction of Tier 5 Astartes Archetypes to Wrath & Glory. New Patrons to introduce to your games. Vow of Absolution provides an in depth and detailed look at The Absolvers and brings a variety of thematic new skills and lore for both Players and GM's to add depth and variety to their games of Wrath & Glory!
Greywater Fastness is under siege. The vast industrial city dedicated to producing weapons and arms for Sigmar's armies now finds itself teetering on the brink of oblivion. A tide of power hungry Skaven covet Greywater's technology. The neighbouring Sylvaneth sing a song of revenge for the lands polluted by the city's toxic runoff. And within the city itself, allies and enemies alike stoke the self-destructive flames of war. But if Greywater Fastness falls, Sigmar's armies across the realms fall with it...
Strike out into the forge-hot streets of Greywater Fastness in this brand new campaign for Warhammer Age of Sigmar: Soulbound. Blackened Earth is a thrilling five-part campaign set within the free city of Greywater Fastness in Ghyran, the Realm of life. Here, the Soulbound are tasked with steering this vital city of Sigmar away from its path of destruction. With monsters gnawing at the gates, allies turning into enemies, and warmongers fighting for dominance in the city, the Soulbound must use everything at their disposal to save the doomed city from immolation in the fires of war. This book contains: An epic campaign told across five thrilling adventures. Walk the streets of one of Sigmar's most industrialised city then strike out into the blasted wastelands and vibrant wilds of the Realm of Life. A comprehensive guide to the city of Greywater Fastness. Discover its history and how it was founded, explore over 70 unique and strange locations, and learn about the major players in the city. A beautifully illustrated map of Greywater Fastness! New items to purchase in the city's black markets, and new Endeavours to undertake while in the city! New terrifying monsters and allied NPCs for your Binding to encounter!
The Mortal Realms quake as Kragnos, the End of Empires, escapes his centuries-long imprisonment and rampages across the realms. Era of the Beast offers players and GMs a chance to follow the ongoing narrative of the Age of Sigmar universe, and brings the timeline forward to the Era of the Beast and the emergence of Kragnos, the End of Empires. This book recounts the events of the Broken Realms saga and updates the lore of major cities and the status of the gods of the realms.
Era of the Beast details the lands of Thondia, allowing players to adventure in Ghur, the Realm of Beasts and includes new Archetypes to add to your Soulbound game. Lastly, from the swamps of the realms come the terrifying Kruleboyz - twisted, swamp dwelling Orruks who slink from the mire to cut their enemy's throats! The book includes: A complete retelling of the Broken Realms saga. Advice on playing and running games during the Era of the Beast, and how the emergence of a new god (and the rise of a goddess!) have affected your character. Detailed information on Ghur, the Realm of Beasts, gives players a whole new realm to explore! Ten new Archetypes to play, including the Hurakan Windcharger of the Lumineth Realm-lords, the Knight-Relictor of the Stormcast Eternals, and the Melusai and Khinerai of the Daughters of Khaine. A new Species, complete with their own Archetype - the Draconith, bitter enemies of Kragnos! Over a dozen new statblocks for the Kruleboyz give GMs a deadly new foe to unleash on their players.
As Sigmar's Storm broke upon the hordes of Chaos, a flicker of hope was rekindled in the people of the Mortal Realms. The seeds of civilisation were planted and grew into new bastions of Order, and for a moment it almost seemed the endless tide of darkness could be held back.
But then came the Necroquake, as the undead legions of Nagash rose up to shatter the cities of Sigmar. Hope dwindles and once more darkness threatens to engulf the Mortal Realms?
Explore the Mortal Realms in the first ever tabletop roleplaying game set in the world of Warhammer : Age of Sigmar! You are Soulbound: heroes chosen by the gods to stand against the horrors that plague the Mortal Realms, tasked with preventing a new age of Chaos, Death, and Destruction. Forge your group from some of the most powerful heroes in the realms and face down roving bands of cannibals, legions of undead, and hordes of daemons in a desperate struggle for survival.
Warhammer Age of Sigmar: Soulbound contains 13 thrilling chapters to sink your teeth into, including:
Realmgates crackle with eldritch energy, incredible artefacts of untold power alter the fates of thousands, and great warriors wielding realmstone-infused arms hunt Endless Spells that strike terror wherever they roam. The Mortal Realms are full of incredible artefacts of power, will you claim them for yourselves? Warhammer Age of Sigmar Soulbound: Artefacts of Power is perfect for those who want to fill their Soulbound games with incredible magical items, adventures about fate-defining artefacts, and terrifying arcane manifestations unlike anything seen before.
Artefacts of Power contains: Detailed information about realmstone - crystallised magic energy that can be used to craft powerful weapons, armour, and more. A vast selection of magical weapons, armour, and artefacts, along with methods of randomly generating your own - with thousands of possible combinations! A collection of Ancient Relics- artefacts so powerful they can change the fate of the realms. Each of which comes with their own thrilling adventure. Detailed information on the mysterious distance spanning Realmgates, including ways to create and add them to your games. Rules, player options, and statblocks for hunting Endless Spells- some of the most deadly creatures in the Mortal Realms.
Champions of Destruction allows players to create the most brutally cunning - or cunningly brutal - characters for Warhammer Age of Sigmar: Soulbound! Become Da Boss, set out across the Mortal Realms in search of a good scrap, and face down the biggest, baddest, creatures in all of the realms! The book features new Destruction aligned Species, new Archetypes, new Talents, tooth splittingly destructive new spells, Miracles and more.
Champions of Order gives players a wealth of new options for creating characters for Warhammer Age of Sigmar: Soulbound and features new Archetypes, new Talents, and devastating new spells. It's packed with content and options to expand on your Soulbound game. The book includes:
The exclusive Collector's Edition book is beautifully finished with a deep blue faux leather cover, featuring a Stormcast Eternal warhammer and the symbols of the Mortal Realms intricately detailed in gold foil. The 352 pages are wonderfully finished with gold gilt edges.
The book is presented in a tastefully designed high-quality box featuring a magnetically sealed lid. On the front of the box our Knight-Questor Vel Arturious and the Soulbound logo are picked out with spot UV which reflects the light. On the back of the box, the Undying King Nagash glares at you, his crackling green eyes also detailed in spot UV.
Bear witness to the Ossiarch tomb-city known as the Ashen Necropolis as its servants rise once more to claim the bone-tithe and await their master's orders. Venture into the towering Stormvault of the Platinum Spire, a vast repository of dark magic and necromancy guarded by a trio of viscous Sphiranxes. Or dive into the ruined Idoneth enclave of Aighmar, now a watery grave overrun by the Skaven of the Clans Skyre and their terrifying carc-ship. The Mortal Realms are overflowing with ruins of the past. It is home to the mouldering lairs of long-dormant foes, ancient secrets, and objects of power. Rally your binding and step into the past. Bring the fight to the forces of death, chaos and destruction.
Warhammer Age of Sigmar Soulbound: Ruins of the Past features a host of adventurous detours and destinations, perfect locales for parties seeking a one-shot divergence between adventures or the crucial final stop of a grand campaign. A collection designed for true antiquarians of the Mortal Realms, these sites are home to malefic villains and exciting mysteries: arcane mechanisms, cracked Stormvaults and fiercely opposed active Realmgates. Ruins of the Past contains: 9 unique adventure locations from across the Mortal Realms, each comprising a rich history, deadly hordes of enemies, lost wonders, and accursed secrets. Gamemaster advice on integrating each location into your campaign, how to weave players into it, and how to reward them. Exploration rules to lead parties on the dangerous trek across the Mortal Realms and for delving into these perilous locations. Stunning maps, detailed diagrams, and matching encounter tables brimming with strange sights and challenges to uncover. A full bestiary, including all the new allies and enemies, you'll need to create encounters.
There is a rot in the heart of Anvilgard. While the Anvils of the Heldenhammer looked outward, a cabal of Aelven outcasts has taken root within the city. Known as the Blackscale Coil, this mysterious group has infiltrated every facet of Anvilgard's society, and seeks to make the city their own. But the Coil is not all there is to worry about - an even greater threat lurks in the mist...
Venture into the deadly mist-shrouded streets of Anvilgard in the first ever campaign for Warhammer Age of Sigmar: Soulbound. Shadows in the Mist is a sprawling six-part campaign set within the free city of Anvilgard and sees a group of Soulbound heroes tasked with rooting out corruption in the city and exposing the mysterious Blackscale Coil - an organisation made up of members of the Darkling Covens, Scourge Privateers, and other Aelven outcasts. The Coil has used coercion, bribery, and violence to gain a stranglehold on the city. Even the Grand Conclave that is supposed to govern Anvilgard seems to have been infiltrated by the Coil, making it impossible to know who to trust. But an even greater rot is growing in the heart of Anvilgard, one that could consume the city entirely if it is not stopped in time. This 256 page book contains: An epic campaign told across six exciting adventures. Explore the mist-shrouded streets of Anvilgard and venture into the deadly jungles and oceans beyond its walls! A comprehensive guide to the city of Anvilgard. Discover its history and how it was founded, explore over 70 unique and strange locations, and learn about the major players in the city - and what to do to stay out of their way! A beautifully illustrated map of the city of Anvilgard. New items to purchase in the city's black markets, and new Endeavours to undertake while in the city. 50 new terrifying monsters and deadly enemies for your Binding to face! A look into Anvilgard's future, its fall to Morathi and her Daughters of Khaine, and the rise of Har Kuron - the City of Khaine! 5 one-page adventures set after the events of Broken Realms: Morathi and the Fall of Anvilgard.
The Warhammer Age of Sigmar: Soulbound Starter Set contains everything you need to begin roleplaying epic adventures in the perilous lands of the Mortal Realms. Whether this is your first ever tabletop roleplaying game or you are an experienced Gamemaster preparing your next campaign, this boxed set is the perfect starting point for anyone interested in Warhammer Age of Sigmar: Soulbound.
The Starter Set includes:
Aether-powered Kharadron sky-ships soar through the clouds, Corsair wolf-ships cut through the waves armed with monster-hunting harpoons, and helblaster volley guns erupt from the walls of the Free Cities. The cogs of war are ever-turning, and the Mortal Realms are in need of talented smiths. Warhammer Age of Sigmar Steam and Steel presents everything you need to begin crafting your own weapons, armour, and machines of war.
This book contains new aetheric equipment for the Kharadron, new Fyreslayer runes, new weapons and crafting rules, alchemy and potion making, and rules for vehicular combat along with dozens of example ships and war machines. Not only that, but Steam and Steel explores what crafting means to cultures across the Mortal Realms - for some it is simply a job, for others it reflects a lifelong devotion to their deity. Steam and Steel is perfect for players looking to create their own equipment, and for GMs who are looking to bring ship-to-ship combat and large-scale vehicular destruction to their game!
The guide to the lands and culture of Ulthuan, and the High Elves that live there.
High Elves are great Characters to create and play. Their acute senses, athletic grace, perceptive minds, and long lives provide them with many natural advantages over the Humans of the Old World. Added to this, their potential to achieve mastery in the fields of swordsmanship, archery, and magic, means that High Elves make the most of a life of adventure. They can develop into powerful Characters with access to a suite of abilities few can rival. High Elves also present challenges. Controlling their emotions is key to making the best of them, their abilities require dedication to learn, and failure to keep abreast of the latest intrigues in the courts of Ulthuan could lead to a quick fall from grace.
The High Elf Players Guide is the ultimate guide to creating and playing High Elf Characters in Warhammer Fantasy Roleplay; an essential guide to the High Elves of Ulthuan, their land, history, religion and culture.
Discover new careers for High Elf Characters, including the Swordmaster, Mage, Sea Guard, and Shadow Warrior.
The guide features rules for the High Elves prophetic Dreams, overriding Obsessions and maintaining the spiritual balance-Yenlui and a system for playing an Elf who has lived for many centuries or one that carries the cursed Blood of Aenarion, the first of the High Elf Phoenix Kings.
Explore the Lore of High Magic, including a comprehensive list of spells and creating powerful high mages, and participate in the infamous intrigues of the kingdoms of Ulthuan.
Just North of Altdorf, not far from the village of Frederheim, the cult of Shallya maintains a Hospice. Behind its imposing walls, troubled souls receive succour, and a lucky few find respite. One of its denizens, the 'Lady' Isabella, worries her carers. Her quill is ceaseless, though few can say what she writes. Despite the best efforts of the hospice staff, strange missives continue to appear in her room. Could there be some truth to her claim that she is collating a truly wondrous collection of writings? Surely it can not be the case that she is who she claims to be- one Princess Isabella von Holswig-Schleistein, sister to Emperor Karl-Franz I. Some are beginning to wonder...
Welcome to Archives of the Empire Volume II. A fascinating and diverse collection of articles on topics that cover the length and breath of the Old World. This second volume focuses on those towering walls of muscle and fat, the Ogres, who hail from the Mountains of Mourn but make their home across the Empire and indeed the world. Volume II details new locations, careers, and NPCs perfect for inclusion in your next WFRP adventure. Archives of the Empire II includes: Ogres of the Empire Two chapters dedicated to Ogres, their place in the Empire, and their place at the gaming table. Included are three new careers, including the fearsome Ogre Butcher, who wields the magic of the Great Maw with bloody intent. Star Signs and Astrology: Some say their fate is written in the stars, while others find their future in the gutter. This chapter provides a description of the star signs that dot the heavens of the Old World, along with the meaning that people invest in them. Magical Items: Though magic items are rare in the Old World, they are coveted and powerful things. This chapter provides rules for generating magic weapons, armour, and stranger devices. The Great Hospice: A retreat from the perils of the world, the Great Hospice provides a refuge for those who need it - and can afford it. Just north of Altdorf, the Hospice is a detailed location with maps, NPCs, plot hooks, and more. Theatre of War: Though combat is a common feature of WFRP games, open warfare is rarely explored. This chapter provides rules for creating a cinematic battle in which competent Characters can influence the outcome.
The Enemy Within is the revised and updated Director's Cut of one of the most highly regarded roleplaying campaigns ever written. Enemy in Shadows presents the first part of the epic Enemy Within campaign, the sequence of Warhammer Fantasy Roleplay adventures that inspired a generation of gamers. So, gather your heroes as you take them from humble beginnings as penniless adventurers to the halls of the great and powerful, where every decision can change the fate of the Empire.
The first two adventures of the Enemy Within campaign: Mistaken Identity, and Shadows over B”genhafen, both of which are revised and updated by Graeme Davis, legendary WFRP author, and one of the original writers of the campaign. A selection of ?Grognard Boxes' that add entirely new ways to play through the adventures, ensuring even those who have played the Enemy Within campaign before will find Enemy in Shadows fresh and new. A complete guide to B”genhafen, one of the most important towns in the Reikland, full of exciting locations to visit and explore.
Welcome to Death on the Reik, part two of the revised and updated Director's Cut of the Enemy Within, one of the most highly regarded roleplaying campaigns ever written! Created by legendary WFRP writer, Graeme Davis, one of the original writers of the campaign, the Director's Cut provides additional material to create an enhanced experience that maintains all the mood and paranoia of the original. Death on the Reik carries on from where Enemy in Shadows left off, taking your unlikely heroes on a grand adventure up and down the remarkable Reik, the largest river in the Old World and trade route to the heart of the Empire.
Death in the Reik includes a selection of ƒ??Grognard Boxes' that add entirely new ways to play through the adventures, ensuring even those who have played the Enemy Within campaign before will find Death on the Reik new and exciting.
Welcome to part 3 of the revised and updated Director's Cut of the Enemy Within one of the most highly regarded roleplaying campaigns ever written!
Power Behind the Throne, arguably the best WFRP adventure ever written, carries on from where Death of the Reik left off, taking your brave heroes from Altdorf to the city of Middenheim, a towering city?state in the north of the Empire where trouble brews and a play for power is made.
Power Behind the Throne Includes:
The Enemy Within Collector's Edition contains the revised and updated Director's Cut of one of the most highly regarded roleplaying campaigns ever written. This beautifully finished, exclusive Collector's Edition set includes The Horned Rat and the Companion presented in a slipcase featuring the artwork from the standard editions. Beautifully finished in Silver foil and a lustrous Spot UV finish, the Collector's Editions covers depict a great Tower central to many myths of the Skaven, and the looming presence of The Keep, a corrupt fastness at the heart of the Empire.
As with previous volumes in this series, the books are case bound, and come with an exclusive envelope of player handouts and maps. We love creating these Collector's Editions, and know that they'll take pride of place on bookshelves for years to come. The Horned Rat is the fourth volume of the revised and updated Director's Cut of the Enemy Within, one of most highly regarded roleplaying campaigns ever written. Building on the dramatic events at the end of Power Behind the Throne, recruiting your brave heroes into the service of the city of Middenheim for more drama and intrigue. In the penultimate volume of the five-part series of grim and perilous Warhammer Fantasy Roleplay adventures, the tables are turned as enemies that have pursued the Characters since the beginning of the epic campaign are forced to defend themselves. The time is right to uncover their schemes and break apart their organisation. The Characters cannot afford to relax their guard and celebrate their victories, as a new threat emerges from beneath their feet. The Horned Rat Includes: The fourth part of the Enemy Within campaign, conceived by legendary WFRP writer Graeme Davis with contributions by a team of talented WFRP writers. A toolkit to exploring Middenheim's complex undercity, a vast environment filled with hazards and intrigues. A series of investigations dealing with the implications of the action in Power Behind the Throne and leading to the realisation of a new threat, far greater than anything the Characters have faced in their previous adventures. Descriptions of an ongoing and deepening crisis in the Empire, to be resolved in the final instalment of the Enemy Within campaign.
Can't put it down, can you? You know what's in here. You've seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you'd like to walk away and life be all cake and daisies, but you know you're going here instead. You'll try to convince yourself it's because you're greedy for the loot, or can't resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog ? he might be small but he's unreasonably vicious.
Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction. The Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World. 320 pages, hard cover and full colour
The Council of Thirteen has spoken and through conniving, betrayal, and simple malice their plans grind ominously into motion. However, no Skaven plan could ever be described as simple, and the GM's Journal is the perfect place for the GM to plan their next step. The GM's Journal contains lined pages, dotted grids for mapping and combat, and NPC trackers to make running complicated encounters seem like a breeze.
A Horned Rat evidence tracker ties specifically into the campaign, allowing you to keep an eye on your players' progress as they seek to uncover the truth about the Skaven. Which of Middenheim's prominent NPCs will be swayed by the weight of evidence, and which will think the talk of human-sized ratmen little more than wild ravings? The GM's Journal is exquisitely designed and printed, casebound with a deep brown faux leather finish, full colour end papers, including a map of Middenheim, 128 pages with a mixture of NPC notes, grid paper for quick maps, initiative and advantage trackers for combats, and plenty of lined pages for your devious notes, plots, and wild schemes. Take Note: Keep your eyes peeled, your wits about you, and never reveal your sources!
Attention: Calling all skilful sleuths! Urgent: Investigators needed to piece together and uncover the intent of those who would see Middenhiem brought low. Middenheim may be the jewel of the North, but beneath the crowded cobbled street lies labyrinthine tunnels filled with intriguing mysteries, deadly threats, and worse. The Komission of Inquiry into Threats Unknown to Middenheim tasks its skilled agents with complex investigations. With meticulous note-taking and shrewd observations, many mysteries can be solved, and dangers and threats confronted and averted.
The Investigators Journal is the perfect accompaniment for players making their way through The Horned Rat. It contains Character Sheets, space for notes, dotted pages for diagrams and maps, and an unmarked map of the City of Middenheim for players to annotate with whatever hints and clues they can glean from the city's depths. The Investigators Journal is exquisitely designed and printed, casebound with a black faux leather finish and a foiled and debossed cover print. It includes full colour end papers, including a player safe map of Middenheim, 128 pages with a mixture of Character Sheets and notepaper for character background, equipment, and notes on the investigation.
A supplement for playing Characters in the Rogue or Ranger class.
The Old World is home to many rogues, individuals who make their living by preying upon their fellow citizens. Whether driven to crime through poverty, sloth, desperation, or malice, such characters prefer not to make their living through honest labour, but acquire coin through trickery, extortion, or theft. Many such Rogues worship one of the several facets of Ranald, the God of Tricksters. Whilst not a forbidden divinity as such, the worship of Ranald is far from respectable, and banned in many provinces.
Rangers are those who make their living travelling the wild places of the Old World and living off the land. They face many dangers in the wilderness, but the skills practised by those who rove the countryside are invaluable to adventuring parties. Taal, the god of the wild, is often beseeched by rangers and their ilk, and his cult is described in detail. For those who are skilled in hunting with a bow or with traps, the business of hunting may prove a lucrative pursuit.
Warhammer Fantasy RPG: Deft Steps Light Fingers will give you:
Deep within their mountain holds, the Dwarfs stand defiant - as unyielding as the cold stone beneath their boots.
Explore the rich history of the Dwarfs' mountain strongholds and their time-honoured traditions in this comprehensive guide for players who want to delve deep into the heart of Karaz Ankor!
The Dwarf Player's Guide provides everything Players need to truly become one of the Children of Grungni. Packed with exciting new Careers, Weapons, Vehicles, Runic Magic and much more. Whether defending your ancestral halls against rampaging Orcs and Goblins or seeking redemption through glorious vengeance, the Dwarf Player's Guide is essential for forging a legacy as unbreakable as Gromril itself.
Warhammer Fantasy RPG: Dwarf Player's Guide is a comprehensive look at the rich, battle-scarred history of the Dwarfs
Explore exciting new career options including Brewer and Runesmith that offer unique new opportunities for players
Arm yourself with devastating weapons and resilient armour forged in the depths of the great halls
Forge potent runes as you learn the ancient craft of Runesmithing
Give a detailed look at the pantheon of Ancestors and the legends that Dwarfs revere and honour to this day
"A Guide to the Empire of the Dwarfs and the Hold of Karak Norn". Many of the Dwarfs' ancient holds have been pillaged by Orcs and Goblins or infested by the foul Skaven. Those that endure are scattered throughout the mountainsides bordering the Old World and stretching into lands beyond. Several outposts are dug into the Grey Mountains. Chief among them is Karak Norn, famed for its cannon foundries, cunning merchants, lively taverns, and redoubtable elite garrison, the Peak Guard. Mighty as the remaining holds are, enemies continue to assault them.
The Lords of Stone and Steel Collector's Edition comes bound in a sturdy faux leather cover, inscribed with a stylised gold foiled rune used as the most common device representing the Dwarf hold of Karak Norn. Dwarf knotwork patterns are present in both the gold Rune and in the debossed details, while the paper edges are edged in gold and come with a satin bookmark.
Those who make landfall on the shores of Lustria find themselves in an environment that is wholly inimical to warm-blooded life. The jungles seethe with venomous snakes, carnivorous lizards, poisonous ??ora, and deadly disease.
The few precarious settlements that cling to the coast arouse the ire of Lustria's oldest inhabitants, the Lizardmen, who sally forth from their temple-cities to destroy all who encroach on their territory.
This book contains all players and GMs of Warhammer Fantasy Roleplay need to set their adventures in the mysterious continent of Lustria. The book contains articles on:
The Lustria Collector's Edition comes wrapped in faux leather cover textured like the scales of a huge reptilian beast and coloured in the cool teal associated strongly with the Lizardmen. Embossed details in gold foil and dramatic dark green illustrate a decoration associated with the Solar Engines of the Old One Chotek. The spine of the book is rounded with raised hubs, and the paper edges are edged in gold, giving the impression of a prized tome that contain the notes of an adventurer to the hostile continent of Lustria!
Whilst the chaos of the Turmoil subsides, an invigorated Empire seeks to leave civil strife behind and look towards the future. All eyes turn to Salzenmund in hope that it may provide opportunity and secure the Empire's coastline. It is a city of significant riches, for the nearby Silver Hills are abundant in precious metal and trade flows in from the Sea of Claws to the north. Cosmopolitan and vibrant, the cults of Sigmar, Manann and Ulric flourish here in relative harmony.
Salzenmund promises opportunity and excitement to adventurous souls. Explorers depart from the city to trade with fur-clad Norscans or brave the wide sea to Lustria. But the ruling Gausser family, newly installed and ambitious, threaten the stability of the Empire. The head of the family talks of a reconquest of the Wasteland and defiance of their old masters in Middenheim. In the taverns by the docks, vicious and crooked folk conspire in smuggling and piracy. Worse still, the honeyed whispers of forbidden cults entice the truly desperate into the worship of Chaos.
Collectors Edition is designed to be as in-universe as possible, with a faux leather cover, embossed details, Spot UV to highlight even more detail and texture, and a gold foil stamp that would make the finest print presses in Altdorf proud. The spine of the book is rounded with raised hubs, and the paper edges are deckled, giving them a distressed look reminiscent of the sort of dusty tomes one might hide in the attic from prowling witch hunters.
The Imperial Zoo is a bestiary and travelogue of three daring expeditions into the Old World, ranging from the heights of Karak Kadrin to the city of Miragliano in the southern land of Tilea. It includes profiles for over 60 unique creatures, beasts and monsters of the Old World perfect to challenge even the most competent of adventurers. Also included are six new pregenerated Characters, each with their own skills, talents, and shady past, perfect to pick up and dive into a campaign focused on the truly mammoth threats that stalk the Old World. The Imperial Zoo includes: A thrilling narrative following the exploits of a group of adventurers as they make their way across the Old World in search of knowledge, and less savoury glories. Dozens of creatures, including unique named beasts that threaten any who cross their paths, from the unusual but lethal Preyton to the devastating dragon Caledir, the Scythe of Fire. New creature traits to ensure every group finds a challenge in these pages. Rules for preserving and selling alchemical ingredients harvested from creatures, especially those touched by the winds of magic. A quick reference chart of creature traits, to keep gameplay flowing during combat. Six pregenerated characters, giving you everything you need to kick off your adventures right away.
WARLIKE AND RAPACIOUS ? ORCS AND GOBLINS PLAGUE THE OLD WORLD AND BEYOND!
Orcs and Goblins infest the wild corners of the Old World and beyond. They are creatures bound by a common ancestry, a love of bloodshed and violence, and the unifying spirit of the Waaagh! Orcs and Goblins are the perfect antagonists for any game of Warhammer Fantasy Roleplay. Tribes and Tribulations provides details on a number of these belligerent and spiteful creatures: Goblins, Orcs, Black Orcs, Hobgoblins, and Snotlings, as well as sections on Ogres and Trolls. Each specific tribe receives its own chapter, demonstrating the variety of Orc and Goblin warbands that plague the Old World and beyond.
Orcs and Goblins provide a GM with classic antagonists for Warhammer Fantasy Roleplay, and Tribes and Tribulations offers all the tools needed to provide such creatures with the strategies and personalities required to make them memorable and challenging enemies.
Warhammer Fantasy RPG: Sea Wardens of Cothique: a guide to the inhabitants of the maritime kingdom of Cothique, including an in-depth look at the port city of Tor Koruali, and the mysterious places and artefacts that may be found there.
The lands of Cothique have a wildness to them. In comparison to many other kingdoms of Ulthuan, they are windswept and untamed. In ages past these lands were threatened by Norse raiders and Dark Elf corsairs, but the creation of the Shifting Isles prevents hostile fleets from navigating to Cothique's shores. Freed from obvious dangers, the nobles of Cothique indulge in intrigues and temptations, allowing hidden threats to inveigle their way into the neglected corners of their orderly realm. Agents of Chaos and the Dread King of Naggaroth stir up trouble and pave the way for a future conquest of the Kingdom.
Warhammer Fantasy RPG: Sea Wardens of Cothique features:
The lands of Cothique have a wildness to them. In comparison to many other kingdoms of Ulthuan, they are windswept and untamed. In ages past these lands were threatened by Norse raiders and Dark Elf corsairs, but the creation of the Shifting Isles prevents hostile fleets from navigating to Cothique's shores. Freed from obvious dangers, the nobles of Cothique indulge in intrigues and temptations, allowing hidden threats to inveigle their way into the neglected corners of their orderly realm. Agents of Chaos and the Dread King of Naggaroth stir up trouble and pave the way for a future conquest of the Kingdom.
Warhammer Fantasy RPG: Sea Wardens of Cothique Collectors Edition is a guide to the land of Cothique including an in-depth look at the port city of Tor Koruali, and the mysterious places and artefacts that may be found there.
Warhammer Fantasy RPG: Sea Wardens of Cothique features:
The Sea Wardens of Cothique Collector's Edition comes wrapped in deep blue faux leather, with pages edged in silver and a silver satin bookmark. The cover is adorned with a commanding silver rune of Mathlann, the tempestuous Elven god of storm and sea. The central rune is bordered with distinctive designs used by the High Elf military and navy.
Warhammer The Old World Roleplaying Game Allies & Antagonists Card Deck includes 80 illustrated, oversized cards, featuring art and stat blocks of each NPC. The perfect tool for a Gamemaster to pick up and shuffle menacingly should the players seem to be getting too confident!
Warhammer The Old World Roleplaying Game Character Sheet Pad of 50, double-sided, full colour character sheets has space for all the essential details you'll want to note about your character. If your character perishes violently halfway through a session, you won't have to wait to roll up a new one!
This two-book Collector's Edition combines the Player's Guide and Gamemaster's Guide for Warhammer: the Old World Roleplaying Game. United in a beautiful slip case, both book covers feature exclusive cover art in a woodcut style, tastefully enhanced with metallic foil and spot UV.
Player's Guide: Welcome to the World of Legend. The Empire is locked in unending war. Beyond the light of civilisation, its armies clash with furious Beastmen, marauding Orc & Goblin tribes, and accursed sorcerors. Perhaps you thought yourself safe from such horrors, far from the frontlines, hidden behind tall walls and lofty promises. Such lies no longer comfort you. You have seen the face of true evil - the corruption of Chaos, the dead returned to life, or the blind and grasping greed of the Empire's own citizens. Worse, that evil has seen you too, and marked you as a witness to be silenced. To survive, you must find your courage, take up arms, and fight back against the ravening hordes. If fate is kind, you will rise to glory and vanquish your foe. If not, the Garden of Morr will have your corpse.
This 192 page full colour hardback contains everything players need to begin their adventures in Warhammer: the Old World Roleplaying Game.
Gamemaster's Guide. This 192 page full colour hardback provides Gamemasters with tools and guidance used when running the game. Combined with the core rules in the Player's Guide, it's everything your group needs for a Warhammer: the Old World Roleplaying Game campaign.
Warhammer The Old World Roleplaying Game Gamemaster's Guide is a 192 page full colour hardback that provides Gamemasters with tools and guidance used when running the game. Combined with the core rules in the Player's Guide, it's everything your group needs for a Warhammer: the Old World Roleplaying Game campaign.
Features:
Warhammer The Old World Roleplaying Game Grand Duchy of Talabec Dice Set of 6 premium ten-sided dice dedicated to Taal, god of the wilds and patron deity of the Grand Duchy of Talabec. . Its devotional iconography will surely attract the Lord of Beasts' favour, a welcome boon as your characters delve into the dark forests of the World of Legend.
Welcome to the World of Legend.
The Empire is locked in unending war. Beyond the light of civilisation, its armies clash with furious Beastmen, marauding Orc & Goblin tribes, and accursed sorcerors. Perhaps you thought yourself safe from such horrors, far from the frontlines, hidden behind tall walls and lofty promises. Such lies no longer comfort you.
You have seen the face of true evil - the corruption of Chaos, the dead returned to life, or the blind and grasping greed of the Empire's own citizens. Worse, that evil has seen you too, and marked you as a witness to be silenced. To survive, you must find your courage, take up arms, and fight back against the ravening hordes. If fate is kind, you will rise to glory and vanquish your foe. If not, the Garden of Morr will have your corpse.
Warhammer The Old World Roleplaying Game Player's Guide is a 192 page full colour hardback featuring everything players need to begin their adventures.
The Player's Guide features:
Warhammer The Old World Roleplaying Game Prayers & Miracles Card Deck includes cards detailing favours, prayers, and miracles bestowed by Taal, Sigmar, Ulric, and seven other gods.
Unleash the Winds of Magic with Warhammer The Old World Roleplaying Game Spells Card Deck. These handy cards form a grimoire on the fly, and include spells from lores of Illusion, Elementalism, Necromancy and Battle Magic found in the Warhammer: the Old World Roleplaying Game Player's Guide. The deck has 55 cards.
Arm yourself against the ravening hordes of the World of Legend with the Warhammer The Old World Roleplaying Game Weapons & Armour Card Deck , which includes all the armour, melee and ranged weapons found in the Old World Roleplaying Game Player's Guide.
Never lose track of the scrapes, cuts, bruises, and gut-rending injuries your character has suffered with the Warhammer The Old World Roleplaying Game Wounds & Conditions Card Deck. This deck of 55 cards includes all the Wounds unfortunate characters might suffer, along with additional reference cards for conditions like Stunned, Ablaze, and Prone.