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An Overview

A new age is beginning. The winds of magic blow strongly, and the Old World’s two moons shine brightly in the night sky. Storms appear out of nowhere, and the land is rife with conflict. From the north descend savage groups of chaos marauders, men dedicated to the four Ruinous Powers of Chaos. They are seen side by side with degenerate beastmen and profane daemons. Their raids are striking further and further south, yet they are only the scouting forces.

Within, the lands of the Empire are besieged by Orcs and members of hidden cults. The Orcs delight in battle, and are laying waste to all they can find. The enemy within is rising up and striking vicious blows that mankind is unprepared to face. War is coming on all sides.

For every age, there are heroes willing to stand up and fight, or common folk for whom destiny has its own unseen plans. This age sees the arrival of many new warriors. Dwarfs, humans, high elves, and the enigmatic wood elves must set aside their differences to face the forces bent on destroying the Old World. Fortune favors the brave, and these heroes will need all the fortune they can muster.

Warhammer Fantasy Roleplay is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the game master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures.

Warhammer Fantasy Roleplay is a ground-breaking new experience. Among the innovations are;

Rolling up a story
Using a new task resolution system featuring custom dice, Warhammer Fantasy Roleplay gives you unparalleled story-telling options. Every roll of the dice has a story to tell, providing far more information and flavour than just “you hit” or “you miss.” These dice represent the abilities and skills your characters will gain, as well as include the whims of fate. With each roll, players will be able to see how the check succeeded or failed. Did they make it through based on their natural skills or did they just get lucky as fortune intervened?

How much will you risk?
With every decision comes a risk to assess. In Warhammer Fantasy Roleplay, heroes will decide how they wish to approach any situation. Do they rush in, swords drawn, in an attempt to quickly overwhelm their foes? Do they advance cautiously and appraise the situation before entering to gain advantage? Your stance, reckless or conservative, will guide your actions and the bonuses they provide. As stances can be changed on the fly, players will have new levels of control over situations.

Action at hand
Mighty warriors perform mighty deeds. You can quickly reference the full-colour action cards to see what your abilities and innate skills can accomplish, allowing players to spend more time focusing on the task at hand. From spells, blessings, and attacks to social gambits, and reactions, and acrobatics you will have the actions you need to tell your character’s tale.

More fun in a group
Every hero is powerful on their own, but when combined, heroes interact in interesting, new ways. Each party will be able to select a party sheet, which helps track and manage the group as a whole. Will the dwarf and high elf be able to put aside their differences in order to work as a cohesive unit, or will the ancient grudges be too much for them? Can the human overcome the arrogance of the high elf, and can the high elf overcome the brashness of the short-lived human? Each party sheet also provides special abilities for the party members. In this way, every group becomes far more than the sum of its parts.

More than a job
Straight from the world of Warhammer, there are a constantly growing number of careers for heroes to choose from. Every career provides valuable skills and abilities that will give adventurers a definitive advantage in their exploits. From the resolve of the Witch Hunter and the deadliness of the Dwarf Troll Slayer to the keen eyes of the Wood Elf Waywatcher, or the fiery magic of a Bright Wizard, there are many exciting paths to follow.

How do I start?

A wide range of options are available for players and game masters interested in getting into Warhammer Fantasy Roleplay.

The Warhammer Fantasy Roleplay Core Set is the single most comprehensive entry point for new players and GMs alike. It contains rules and components to support an entire gaming group.

Inside this large sturdy box you will find four full-colour books, along with all the cards, tokens, and other components you'll need. The main rulebook introduces all the mechanics and key information you need to get started. Also included are three tomes to provide you with more information on the world, and give you new opportunities for character creation.

The Tome of Mysteries is your guide to wizards and the winds of magic. Follow along with grey wizard Gavius Klugge as he gives you insight into this powerful career path. The Tome of Blessings provides information on priests and the gods they follow. Information on the Cults of Sigmar, Shallya, Ulric, Taal, and others are contained within this volume. The Tome of Adventure is a book for the game master, and provides valuable information on running sessions, background and statistics on a variety of enemies, information on how to get the most out of your roleplaying experience, and a complete introductory adventure.

Also included in the Core Set is a set of 30 custom WFRP dice.

The Core Set is best suited for a group of four players – one Game Master and three Player Characters. Want to add more players to your group? Are you looking for certain content, without purchasing an entire Core Set? Our Guides and Vaults are the answer. For more on Guides and Vaults, you can also view a recent seminar by Jay Little (Total Running Time: 41:39 - Quicktime 239.7 MB). Skip ahead to 12:00, when Jay discusses these products in detail.

These two products are perfect for players wanting their own rulebook and their own set of WFRP’s revolutionary components. The Player’s Guide is a hardcover rulebook with over 300 pages of player information. With handy charts and tables covering all the player components from the Core Set, it is even possible for players to experience WFRP with as many or few components as they wish.

The Player’s Vault is packed full of player components, making it a great place to start for players wanting to jump into a campaign with their own materials. These tokens, cards, and sheets come packaged in a sturdy box that serves as a great way to store your character between sessions.

For more information on these products, see our articles on the Player’s Guide and the Player’s Vault.

The Game Master’s Guide is an exceptional tome for the aspiring game master. Armed with the rules and information found within this hardcover book, you will be ready to craft memorable stories and perilous encounters for your players. With charts and tables compiling all the information from wound decks, miscast decks, and conditions, as well as rules for corruption and mutation (introduced in the Winds of Magic expansion) and disease (from Signs of Faith), this guide will also come in handy for veteran GMs as well.

As for the GM’s components, the Game Master’s Vault complements all the information from the Game Master’s Guide by presenting it on cards, sheets, and tokens. Also packaged in a sturdy box with a set of 12 custom WFRP dice, the Game Master’s Vault is useful for new GMs as well as those who would like to expand their pool of WFRP components.

For more information on these products, see our articles on the Game Master's Guide and the Game Master's Vault.

The Old World is brimming with dangerous foes, so know your enemies.

The Creature Guide is a hardcover book that features rules, stats, and flavour for over a hundred creatures and adversaries. This book is ideal for game masters looking to build memorable encounters for their campaigns, as well as players looking to study their potential foes.

The Creature Vault presents the information and rules from The Creature Guide in component form. Creature Group Sheets and Creature Cards make building encounters a breeze, and new creature Action Cards offer a whole new level of customisation. Packaged in a sturdy box which can be used to store your planned encounters, the Creature Vault is a great way to organise and run your encounters.

For more information on these products, see our articles on The Creature Guide and the Creature Vault.

What’s Next?

With many expansions already available and more on the way, Warhammer Fantasy Roleplay is always growing. Continue to visit our website for more news on Warhammer Fantasy Roleplay and new ways to adventure in the Old World! You can also download Sifting Through Shadows (pdf, 4.4 MB), a preview of upcoming WFRP supplements and adventures.

What is Roleplaying?

In a Roleplaying Game (RPG) you create an alter ego, a fictional character like one of the heroes you've read about or seen in films. Using the game rules, you and your friends create characters and develop them as you play through a series of adventures. Imagine a group of detectives working together to solve a case or a company of knights sent to defeat a monster. Rather than read or watch a story, you tell it.

How is the story told? How do you decide what happens? What do you do if you and your friend disagree? That's where rules come in. Roleplaying is only half of the story; the other half is the game itself. Warhammer Fantasy Roleplay presents you with the rules of the game – how to design your character, how to resolve actions and how to have fun doing so. During a game of Warhammer Fantasy Roleplay, the players roll pools of custom dice to determine the outcome of combat, social intrigues, magic, or other risky actions. The custom dice add a game playing element to the RPG and help prevent the outcome of actions from becoming too predictable. The full-colour play aids and reference material makes it easy to keep track of special abilities, actions, and other important information.

Before you start playing, you and your friends will need to decide which of you will be the game master (GM). The GM is the referee and the lead storyteller, the person who describes the game to the other players. The GM presents the stories and situations, provides the setting and its denizens, and adjudicates the rules. The other players take on the roles of the characters, around which the action primarily revolves. These characters are known as the Player Characters (PCs). They describe their intentions and actions to the GM, who then decides how their actions affect the plot.

So how do you win?
The answer is up to you. The game master is not set against the heroes. Both the game master and the hero party are working together to create a memorable experience for all involved. Each session gives both parties a chance to become part of something larger, and allow them to create their own legend.


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Warhammer Fantasy Roleplay collection is © Games Workshop Limited 1986, 2005. This edition © Games Workshop Limited 2013. Warhammer, Warhammer Fantasy Roleplay, the foregoing marks' respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either ®, ™ and/or © Games Workshop Ltd 1986-2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc. All rights reserved.
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