Nov 19 2018
It’s been an incredibly busy few months moving into Cubicle 7’s new home. It’s our first office that’s had its own front door, and it gives us all the working and warehouse space we need - until I fill this one with games and minis too, at least!
I’m very excited to be able to put the plans into action that were waiting on the move. As well as the growth in working space, we’ve also recruited five new members of staff across a range of areas, giving us the opportunity to make sure all our games are supported as well as possible. And yes, one of those new people will be making sure we communicate regularly, so you’ll be hearing more from me and the team over the coming months and years.
I hope everyone who ordered WFRP from us has their copy – please contact email@example.com if you are still waiting. The positive reception has been wonderful, it’s always nerve-wracking as a designer, but I’m delighted as well as relieved! We’re starting our next campaign on Thursday when my co-designer Andy Law starts running us through the Director’s Cut of The Enemy Within, I can’t wait!
And the starter set is looking awesome, it’s running later than I’d like due to the knock-on from the rulebook delay, but it’s well worth the wait – here’s a sneaky advance look at the dice!
There are so many exciting things in the pipeline, and while much of it won’t be announced for a little while, there’s lots for fans of our games to look forward to: WFRP, AoS, TOR, AME, Doctor Who, Lone Wolf and more – 2019 and beyond looks awesome.
Nov 16 2018
Have you heard we're hiring? If you're a writer or artist and want to be part of our team creating tabletop RPGs, then we want to hear from you! Details below.
Oct 8 2018
Advance copies of the Warhammer Fantasy Roleplay Fourth Edition Rulebook have arrived, and they look great!
The main stock is following behind, and we'll have more news as those shipments start arriving in the various warehouses!
Aug 26 2018
You can find a bargain on The One Ring™ PDFs, get a discount for the Cubicle 7 webstore and support a great charity all at the same time over on Humble Bundle. But don’t delay, it’s for a limited time only!
Aug 23 2018
From the WFRP First Edition archive - a complete guide to the great city of Middenheim!
Ancient and imposting, the walled city of Middenheim perches atop a sheer-sided pinnacle of rock. On all sides stretches Drak Wald forest, where Beastmen dwell, and not far to the north lie the spawning-grounds of Chaos. Middenheim has stoof here for over two thousand years;yet while the solidity and majesty of the city seem to say that it will endure for centuries more, there are some withint he city who wish it and its inhabitants a very different fate…
Middenheim: City of Chaos is a detailed guide to the greatest of the Empire’s three City-States, the home of the cult of Ulrich, the God of War, Wolves and Winter, and the popel who control it. This book comes complete with a full-colour poster-sized map of the city and is packed with information.
History, campaign ideas, ‘cameo’ adventures, NPCs, dozens of superbly detailed locations; there’s enough to keep the most active of adventurers busy for months.
This PDF combines material originally published by Hogshead Publishing in 1998.
We’ve painstakingly scanned every page, and created a PDF that maintains the appearance of the original. This does make for a slightly larger file than we’d normally produce, but on this occasion, we think it’s worth it for all the great First Edition feel! The PDF is also extensively bookmarked for ease of reference.
Download now at https://www.drivethrurpg.com/product/250285/Warhammer-Fantasy-Roleplay-First-Edition--Middenheim-City-of-Chaos?affiliate_id=169435
Aug 3 2018
Out now in PDF: Marienburg: Sold Down the River for Warhammer Fantasy Roleplay First Edition!
Where Seagulls Dare
At the sea-mouth of the River Reik stands Marienburg, the world's marketplace: the largest richest most corrupt and most dangerous city port in the Old World.
Here everything is for sale and nothing is without a price.In the markets and docks traders win and lose fortunes of exotic cargoes from every land. Meanwhile in slum taverns or beside filthy canals, more sinister deals are done for smuggled weapons, stolen booty, secrets, loyalties, bodies or worse. And with the Empire and Bretonnia both eyeing Marienburg’s wealth and location, the city is on a knife-edge, filled with racial tension, espionage and fear.
Built on 100 islands Marienburg is home to the richest man alive, the only enclave of Sea Elves in the Old World, and more gold then adventurers can dream of. Here on the edge of the Sea of Claws are so many chances for adventure, excitement and messing about in boats that even a corrupt local dock-master couldn’t count them all.
Marienburg: Sold Down the River is a complete an incredibly detailed city sourcebook for Warhammer Fantasy Role-play containing everything at GM needs to run adventures and campaigns in this unique city.
It includes descriptions maps and histories of Marienburg and the surrounding Wasteland, information on Marienburg’s politics religion is laws and criminals as well as details of eight of the city is most important districts over 40 individual locations and almost 60 fully detailed non player characters all with connections and secrets that can be used to create plots and adventures all the elements of woven together to create one of the most complete coherent and fascinating city sourcebooks ever released to any RPG.
Plus there is a complete scenario and 15 adventure seeds rules were trading and smuggling information on how to generate Wastelander PCs atmospheric artwork that brings Marienburg and its inhabitants to life and incredible panoramic the post map of the entire city and more.
This PDF combines material originally published by Hogshead Publishing, including the poster map of Marienburg.
We’ve painstakingly scanned every page, and created a PDF that maintains the appearance of the original. This does make for a slightly larger file than we’d normally produce, but on this occasion, we think it’s worth it for all the great First Edition feel! The PDF is also bookmarked for ease of reference.
Jul 27 2018
Pre-order customers should look out for emails about how to get ready to download the Warhammer Fantasy Roleplay Rulebook pdf as soon as it is released. You won’t be able to access the PDF yet. But watch this space, it's coming very very soon! And is totally worth the wait.
This release is a preview edition, as we wanted to let our great fans see this as soon as possible to say sorry for the delays so far. It is complete apart from the last map, page refs and the index. A complete PDF will be re-uploaded soon.
We are as excited as you to release the game and apologise for any confusion caused by the emails which went out today. We are learning from this experience and will make things simpler in the future.
Jul 26 2018
In preparation for the launch of the Warhammer Fantasy Roleplay Rulebook in PDF, we have made a pre-order page on DrivethruRPG and RPGNow. This won’t be a long pre-order period, the PDF will be uploaded within a week – the pre-order means everyone can receive the PDF at the same time.
The PDF preorder page is here: http://www.drivethrurpg.com/product/248284/Warhammer-Fantasy-Roleplay-Rulebook-PREORDER?affiliate_id=169435
We offer a complimentary PDF with the physical book when you buy from a retailer participating in the Bits and Mortar scheme, or from the Cubicle 7 webstore. Directly from us, the PDF is delivered through DrivethruRPG/RPGNow, and because we feel it’s important that pre-order customers don’t have to wait while we send out links to their copy, we set it up in advance so that everyone gets access to the book at the same time.
You can find out more about the book pre-orders here http://shop.cubicle7store.com/epages/es113347.sf/en_GB/?ObjectPath=/Shops/es113347_shop/Categories/Warhammer_Fantasy_Roleplay
The rulebook is almost complete, but so you don’t have to wait any longer than strictly necessary, we’ll first release a preview edition, which is complete apart from the last map (which will be in the endpapers of the book) and the index (we want to make a great index, and that is a lengthy process!). Unless there’s a disaster, these last parts will be completed within 2 weeks and the complete PDF will be re-uploaded for you.
Not only does this mean that you can have a look as soon as possible, it also means a greater opportunity for any errors or omissions you spot to be incorporated before we go to print.
Jul 20 2018
Magic is one of the defining aspects of the Old World. Here’s a sneak peek at how we’ve handled it.
Gone are the days of magic points or a discrete magic statistic: we use the same core system for casting spells as we use for all skills. Spellcasters simply make a Language (Magick) Test. If their Success Level equals the Casting Number of the spell, bingo! The spell is cast. Fail, and it isn’t. Fumble, and you’ve Miscast, and something bad is about to happen…
Miscasts can be really nasty. The Winds of Magic are extraordinarily powerful, and spellcasters must perfectly phrase their spells whilst carefully channelling the magic needed to power them in order to escape unharmed. The slightest error, and the magic will spiral out of control, sometimes to devastating effect. If lucky, the repercussions will be minor — soured milk, or your nose begins to bleed; if unlucky, the spellcaster, and any close by, may be torn apart by the wild, uncontrolled magic.
To cast more powerful spells (those with higher Casting Numbers) a wizard may use the Channelling skill to draw in the Winds of Magic. While this offers the spellcaster more power, it comes with an attendant risk, making miscasts even more likely.
(Also making miscasts more likely is the pervasive influence of the Ruinous Powers, but good folk of the Empire never involve themselves with such horrors, so we should probably move on quickly…)
If spellcasters Overcast, which means achieving more Success Levels than needed, they may choose additional effects, such as additional range or duration. In practice, this means more experienced spellcasters can achieve more powerful outcomes.
Most wizards begin by manifesting tricks in the form of Petty Magic. Taking the Petty Magic Talent gives a wizard access to a handful of Petty Spells, and they may learn more by expending XP.
When spellcasters gain the more potent Arcane Magic Talent, they gain access to one spell from the lore of magic they are studying. More spells may be learned by expending even more XP.
Fortunately, there are many spells available to buy. Magic wielding players are spoiled for choice, with 135 to choose from in the core book alone.
That breaks down as follows:
- 25 Petty Spells
Low-level cantrips with minor effects, like Magic Light or Protection from Rain.
- 23 Arcane Spells
These are universal spells, representing the most common applications of Magic in the Old World. These include conjuring magical weapons, or armour, magic missiles or chain attacks, or causing foes to drop weapons.
- 64 Colour Spells
These spells reflect the key attributes of the 8 Winds of Magic what blow through the Warhammer World. Spells from the Lore of Beasts allow Shamen to influence animals or change their form, while those for the Lore of Shadows are subtler, including illusions, spells of concealment, and the ability to choke foes with tendrils of shadowy magic.
- 6 Hedgecraft Spells
These spells are used by Hedgefolk, rural witches who practice an ancient, and illegal, brand of magic that allows them to heal and protect, and to engage with the spirit realm.
- 6 Witchcraft Spells
Practioners of witchcraft are rogue spellcasters, and their Lore spells are particularly nasty, allowing them to blight the landscape, or curse their enemies with bad luck or crippling pain.
- 11 Dark and Chaos Spells
An initial selection of spells for Daemonology, Necromancy and Chaos Sorcerers are also included, aimed to bolster your NPCs with some unique, characterful spells.
Spellcasters may learn spells from their own unique lore, and/or the Arcane spells. So a Magister of the Celestial Order may choose spells from the Arcane list and the Lore of Heavens, while a Witch may choose from the Arcane list and the Lore of Witchcraft. That gives players (and GMs) enormous versatility when constructing magic-using characters.
The magic chapter includes rules for ingredients, which can reduce the effects of miscasts (at a cost), as well as dispelling. It also explains how to add flavour to the Arcane spells, reflecting the influence of the wind of magic being channelled. For example, damaging Arcane spells cast by a Wizard with the Arcane Magic (Fire) Talent will set their targets on fire, in addition to other effects.
The rulebook also contains separate rules for clerics who can empower their prayers with divine might. This uses a similar system, and presents 19 minor Blessings, and 60 Miracles, with 6 for each God. Look out for more on those in a future post!
And that’s it for the Magic preview. As always, if you have any comments or questions, head over to our Facebook page, where we will have a member of our design team on hand again.
We’ll be back very soon with another preview and the latest news on the rulebook, which is within touching distance of being finished.
Actually, while you wait, let’s have a glimpse of what’s coming next…
Jul 13 2018
Preview – Fate and Fortune, Resilience and Resolve
WFRP Characters are special — whether it is guts, luck, or the favour of the gods, they stand out from the masses.
The game represents this with Fate & Fortune and Resilience & Resolve — points you can spend to secure advantages and save your bacon in tricky situations. Each of these pairs represent different scales of power — Fate and Resilience are more powerful and govern how much Fortune and Resolve you can hold. Fortune and Resolve are less powerful, and will be spent and regained much more frequently.
Fate and Fortune
Fate & Fortune are familiar to players of previous editions of Warhammer, with some additional uses. They represent your destiny, perhaps your favour with the gods, and your overall luck.
You can use a Fortune point to:
- Reroll a failed Test.
- Add +1 Success Level to a Test after it is rolled.
- At the start of the Round, choose when to act in that Round disregarding Initiative order.
You can use a Fate point to:
- Survive an event that would kill you, although you are incapacitated for the rest of the scene/encounter.
- Ignore damage from a single event through the intervention of fate — slipping as a blow is about to land, for example.
You regain Fortune points at the start of each session and sometimes during play. Fate points are much harder to come by…
Resilience and Resolve
Resilience and Resolve represent your personal drive and determination to endure, and overcome, no matter the obstacles you face. The Old World is a hard and cruel place, and you’ll need reservoirs of internal strength to endure.
You can use a Resolve point to:
- Become immune to Psychology until the end of the next round.
- Ignore all modifiers from all Critical Wounds until the beginning of the next round.
- Remove one Condition. (More on these in a future preview.)
You can use a Resilience point to:
- Defy Corruption and resist mutation, though you lose no Corruption points. (More about this in a future preview, too.)
- Choose the number instead of rolling for it as part of a Test, allowing you to succeed in even the direst of situations.
Resolve is regained whenever you act according to your Character’s Motivation, which is a short phrase describing your character’s inner drive, and the GM might (very rarely) grant a Resilience point for an act of extreme importance to your Motivation.
PDF Release Update
We’ve still got some additional things to do before we can release the PDF, but it won’t be too much longer and are e-mailing all pre-order customers with an update on that progress. Thanks for your patience while we get the last details right. We’d rather not make the same mistake again and give an estimated date of which we aren’t 100% sure, but it’s almost there and pre-order customers have a little something that will make up for the wait.
There are some factors out of our control even at the end of the process, and there are always calls to be made between getting it done and getting it right. We tend to err towards prioritising getting it right, but we appreciate that can be frustrating for those of you waiting. But, we’re making this the best game we can, and we are very close, and the PDF will be ready as soon as possible.
Thanks for your patience and support!