News for September 2009
A New Arsenal 22
More information on the Adventurer's Toolkit for Warhammer Fantasy Roleplay
Warhammer Fantasy Roleplay | Published 11 September 2009

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 courageous men and women. Former foes 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.

Fantasy Flight Games is pleased to announce that the The Adventurer’s Toolkit, a supplement for Warhammer Fantasy Roleplay, will be shipping not long after Warhammer Fantasy Roleplay, and will bring even more variety and options to your table.

With more than 50 action cards, 30 talent cards, 10 new careers, and much more, The Adventurer’s Toolkit expands your options and deepens your Warhammer Roleplay experience! Game Masters, too, will find The Adventurer’s Toolkit indispensable. New career sheets and talent cards can help the GM develop new and compelling non-player characters, enriching the Old World.

Packaged in a beautiful, sturdy box adorned with distinctive Warhammer Fantasy art, The Adventurer’s Toolkit will prove a useful addition to any fan’s collection... and available at the same time, FFG will be offering (as a separate product) an accessory pack featuring additional Warhammer Fantasy Roleplay custom dice!  Bring more dice to your table and ensure that a handful is never out of arm's reach!

Set in the grim world of Games Workshop's Warhammer Fantasy universe, Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.

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Comments (22)

Waazdag
Published: 9/18/2009 1:12:06 AM
#22

Still smells like a flop to me.... someone contact me when you get a good fan support site for 2nd edition going.  I'll be happy to support that with my writing and money.  Been playing WHFRP since day 1, 2nd Ed was an improvement on what was already working, this is a completely different game... it's remaking the wheel: and deciding that a decagon works better then a circle.  An expensive gamble I sure as heck won't be supporting.  

Christian Lindke
Published: 9/17/2009 6:46:40 PM
#21

I hope there will be additional Adventurer's Toolkit's released, or some "regionally themed" packs to help expand the game.  At a price point of $30.00, once a quarter would seem about right for my pocket book.   I think that FFG could follow the GW model with this and offer a "Brettonia" Toolkit, and "Ork" Toolkit, etc.  If the pace wasn't too hectic, I could really go for it.

Nova Nagilum
Published: 9/15/2009 5:16:47 PM
#20

If the information on the cards is not also in the books, then that would be really lame - event the way it's going, I hope it's not going to be like a tarot deck - a ton of cards and then some paperback reference books for the cards.

GhostWolf69
Published: 9/15/2009 4:07:36 PM
#19

Well see... I'm hoping it will be more like DD4, where you have the rules in the book too, but use cards for reference when you play. If it is only printed on the card I'd hate to see what happens when my two year old gets a hold of the deck... not like that would be a good thing witth my DD4 cards mind you but at least I can print out some more... and even without the card (which can be a real bitch to find sometimes) I can always look it up in the book.

/wolf

Count Zero
Published: 9/15/2009 12:07:15 PM
#18

GhostWolf69 - I'm thinking that all the rules will be on the cards. If the rules are in the books as well, that makes the cards completely unnecessary. As it stands, all of these components are unnecessary. "Hey, what does Item X do again, guys? I lost the card. Oh, thankfully FFG will sell me more."

GhostWolf69
Published: 9/15/2009 2:59:00 AM
#17

I'm a little concerned here... will the rule text on the cards be repeated in the Rule book(s) as well?

I don't mind reference cards for... well... reference.

But I'm loath to look through a deck of 400 cards just to get the rule. I much prefer to look in the book for the rule first and then if I know it will pop up again and again I can use the card.

This almost sound like the cards will be the "whole of the law"...

/wolf

 

 

Japan Gamer
Published: 9/14/2009 8:06:04 PM
#16

I feel the core set is something that most GMs will buy, while this is more of a purchase for players.  Could be wrong, but just my impression.

Nova Nagilum
Published: 9/13/2009 6:35:45 PM
#15

I already forgot the importance of action cards and talent cards, and I've been following along on here pretty closely. Do I really need new cards apart from what will be in the Core Rule set? Isn't it enough that the player just says his hero is trying to accomplish something? Does he really need a card for it? Do I really need 80 new ones, and is these going to help simplify the game or make it more complicated (/convoluted)?

Is there going to be a new book or adventure with this set, or (as other people on the boards have already suggested) extra dice?

I'm really trying to be supportive of the new system - I liked the explanation about all the color-coded dice - that looked simple and meaningful (when the GM sees added difficulty, he/she throws in an additional black die; etc.), but seriously, what's the point of advertising an expansion for something that hasn't been released, and that alot of players are on the fence about? We were already told about the 3rd edition Adventurer's Toolkit a while ago. Since the Core Rules will be released as a boxed set (and not as a book, where page count affects manufacturing costs), there certainly can't be any reason for leaving these things out of the Core Rules, except to net more money. Will this extra stuff not fit in the first box? Like who here is strategizing the release of this information?

I think that a little more damage control needs to be done in order to reassure the existing fanbase. Innovation is a good thing, but we need to know that this isn't turning into a collectable card game. Just my opinion.

Count Zero
Published: 9/13/2009 3:50:48 PM
#14

I'm all about expansions. That's what makes a game live, breathe, and grow. What I'm not all about is getting gouged for components that should be in an already overpriced Core Set. I'm so passionate about this because they are taking advantage of their position in the market and a big license. I'm all for companies making money, it is capitalism and it is good, but this is so blatantly gouging as to be absurd. I just hope enough people voice their opinions with their wallets...but I doubt it.

 

 

chojun
Published: 9/13/2009 12:47:05 PM
#13

get used to the expansion boxes.  the days of the splat book, and other hardbacks are numbered...at least as far as this edition goes.  play the core game, and if you dig it buy the expansion.  i'll have to wait and see if you can play with more than 3 players with out a lot of sharing of components. 

vandimar77
Published: 9/13/2009 5:19:29 AM
#12

To be honest, Zero has a point. The bottom line is that FFG are asking for a lot of money from their fans for this game, and to ask for another $30 or so for another 10 careers, some extra cards and dice does to me at least seem like a rip off. If every supplement for WFRP3 contains a similar ammount of material and costs about the same then this game is going to be a big money sink for players. 

Count Zero
Published: 9/12/2009 6:32:04 PM
#11

So they expect people to pay $30 for material that should be in the $100 main box?!?! Absolute garbage. A $130 buy-in? Stuff it.

 

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