primero realiza un analisis previo y luego haz un resumen inteligente por pasos de todo el contenido a resumir: ""give insight into problems or grant strange wisdom , others declare such nonsense is heresy , knowing nothing but trouble comes from trafficking in such ungodly power , and are more than willing to use violence to save the souls of the foolish . X Glor Io us reI Kl and 287 Warhammer Fantasy ro leplay th e co nsumers ’ Gu Id e • • ‘ after sixty years in the trade , here are the three most important lessons I ’ v e learned . o ne : friendship means nothing . tw o : without ambition you ’ re nothing . t hree : no matter how fruitless the prospect , you can always squeeze more blood from a stone. ’ — ubel rikard-Goellner , merchant prince The trappings you receive from your Class and Career ( see Chapter 2 : Character ) are enough to get you started , but you may want more equipment . During character creation , additional items can be purchased from the lists in this chapter without restriction . However , once you start to play , the availability of some trappings is limited , so make sure you buy everything you want and can afford before you begin play . trappInG lI sts Weapons : pag e 293 a rmour : pag e 299 pac ks and c ontainers : pag e 301 c lothing and a ccessories : pag e 302 Food , d rink , and l odging : pag e 302 tools and Kits : pag e 303 Books and d ocuments : pag e 304 trade tools and W orkshops : pag e 305 a nimals and vehicles : pag e 306 d rugs and poisons : pag e 306 h erbs and d raughts : pag e 307 p rosthetics : pag e 308 m iscellaneous trappings : pag e 308 h irelings : pag e 309 MONEy Before you can buy new trappings , you first need to understand how money works in the Empire . The Empire ’ s coins are most commonly minted in 3 denominations : Brass Pennies ( d ) , Silver Shillings ( / ) , and Gold Crowns ( GC ) . Coins usually weigh around an ounce and , as their inherent value is determined by weight , even foreign coins can be easily valued with a set of scales , though will likely draw a suspicious eye . Standard coin values are:1 gold crown ( 1GC ) = 20 silver shillings ( 20/– ) = 240 brass pennies ( 240d ) 1 silver shilling ( 1/– ) = 12 brass pennies ( 12d ) This is usually abbreviated to : 1 GC = 20/– = 240d money , money , money For those new to WFRP , remembering there are 12 pennies in a shilling and 20 shillings in 1 crown , for a total of 240 pennies to 1 crown , can take some getting used to , especially if the money is mixed up a little , such as this : 6/8 , or 6 shillings and 8 pence . t hat number may initially look arbitrary , but if you translate it to pennies , it becomes a far more understandable 80d , or one third of a gold crown . Indeed , an 80d coin is fairly common in the e mpire , and is called a noble . d on ’ t worry too much about fully understanding the coins to begin with . a n easy way to keep everything right in your head is to translate all prices to pennies and think of it in your local currency to get a grip of the numbers . s o , if British , you could think of a brass penny as £1 , a silver coin as worth around £12 , and a crown as £240 . It ’ s not accurate , but does help keep the money understandable until you are used to it . s o , if someone offered you a job for 10 shillings , think of it as £120 , which is a fair bit of money . But if someone offered you a job for 10GC , that ’ s a far more tempting £2400 ! XI 288 The CosT of living As they wander the Empire , adventurers likely fill their purses with coins of all three denominations , perhaps poor one day , unexpectedly rich the next . However , outside adventuring , most lives centre on a single coin type as determined by Social Status ( see page 49 ) . Those seeking to maintain their Status must also keep up appearances . After all , if you repeatedly appear as poorer than you are , others will unsurprisingly think you ’ re poor . In practice , dressing and eating as expected , and using trappings that are fitting for your station , is enough for most folks to simply accept you at face value . What this requires in practice is left up to the GM to determine , using the following as a guide : • Brass Tier : The poorest members of society are unlikely to see a gold coin in their lifetimes . They live humble lives , subsisting on plain foods and sleeping in shared rooms , and have little appearances to maintain . Indeed , peers are more likely to call them out for having airs and graces for spending too much on fine clothes and food than they are likely to note spending too little . • Silver Tier : The swelling middle-classes may use pennies for ale and gold for major purchases , but shillings are their standard currency . They dine well , sleep in comfortable beds , and wear good quality clothing . • Gold Tier : The wealthiest elites rarely bother themselves with pfennigs . They eat luxury foods , sleep on satin sheets , and always stand out from the crowd due to their expensive garb and trappings . For GMs preferring hard numbers , spending around half your Status every day is usually enough to maintain appearances , though you may be living a little frugally . So , if you have a Status of Silver 4 , spending at least 2 shillings per day will do for food and board , where if you have Brass 2 Status , you need only spend a pfennig a day . money slanG var ious slang terms are used for coins across the e mpire . h ere are some of the more common terms . • Gold c rowns : m arks , Karls , Gelt • Silver Shillings : Bob , s himmies , m ucks • b rass Pennies : p fennigs , c lanks , s hrapnelCRiminal Coinage Of course , if there is money involved there will be folk looking to take any advantage they can , including criminal options . For the Rogues in your party , two schemes concerning coins are worth knowing . Counterfeiting The diversity of coinage circulating the Empire means counterfeiting is rife . Reiklanders may be accustomed to seeing coins from other provinces , but are always wary of being scammed . A successful Evaluate Test will detect counterfeit coins , typically by inspecting coins for weight and hardness . Actually producing counterfeit coins is much harder . It requires an Art ( Engraving ) Test to carve a convincing stamping die , then a Trade ( Blacksmith ) Test to strike the coins , usually with the aid of an assistant . Including a higher precious metal content makes Evaluate Tests to detect counterfeits more difficult ; using less than a fifth makes it much easier to spot the fake coins . Clipping Embezzlers can trim slivers of precious metal away from the edges of coins . This scam is called ‘ clipping ’ or ‘ shaving ’ and is practised mainly by shopkeepers or tollkeepers who have access to large quantities of other peoples ’ money . Gold and silver filings are then melted down and sold to jewellers , counterfeiters , or fences . Clipped coins can be detected with the Evaluate Skill ; the more of the coin that ’ s clipped , the easier the Test . the nuln st andard altdorf may be the current capital of reikland and the e mpire , but coinage standards are established in the city-state of nuln to the south . h istorically , nuln was the e mpire ’ s capital until h ouse h olswig- s chliestein restored the throne to a ltdorf a century ago , and many imperial institutions still call that city home . t he nuln st andard only governs coin weight and metallurgy , not stamp imagery , which varies significantly across the provinces . XI the consumers ’ GuId e 289 Warhammer Fantasy ro leplay GoinG to Market Once you start play , the availability of rarer goods is restricted . After all , it ’ s hard to find a harpsichord in a five-house hamlet , but not so hard in the shops and markets of imperial capital , Altdorf . The following rules for buying and selling are all optional . The GM may prefer to roleplay every visit to each market , hawker , or shop , meaning Tests for Availability are unrequired as the GM simply states what is or isn ’ t purchasable . Equally , the GM may prefer you to simply check the trapping lists , roll for Availability and , if the Test succeeds , spend the coin on whatever you want . Possibly without even Haggling ! OptiOns : tracking MOney Where some groups like to track every penny closely , perhaps even using chits or fantasy coins to represent in-game coins , others prefer to ignore all fiscal book-keeping . The game rules assume you are counting every coin , but if you wish to simplify money , you can do so using your Status . If an item costs less than your status level — so if you have a status of silver 2 , any item costing 2 silver shillings or less — you are assumed to be able to buy as much as needed of that item . Beyond that , you can buy a maximum of one item a day that costs more with a Haggle Test , with the difficulty set by the GM according to the cost of the item and the local markets.AvAilAbility All Trappings have an Availability , either Common , Scarce , Rare , or Exotic . Common items are found in almost every corner of the Empire and are always assumed to be readily available . Scarce and Rare items are less common , and you need to pass an Availability Test to find any locally in stock ; the chance of passing the Test depends upon the settlement size . Exotic items are super rare , and only available if the GM says so , or if you commission the item from an appropriate artisan ( perhaps with a Commission Endeavour , see page 197 ) , or make it yourself ( perhaps with a Crafting Endeavour see page 197 ) . Once you know an item ’ s Availability , check it on the following table to see if it is in stock . Village Town City Common In Stock ! In Stock ! In Stock ! Scarce 30 % 60 % 90 % Rare 15 % 30 % 45 % ExoticNot in StockNot in StockNot in Stock If you fail an Availability Test for Scarce or Rare items , you can either reroll when you arrive at a new settlement or you can try again next week if the settlement is Town-size or larger . If an item is in stock , it ’ s up to the GM to determine how many are available . As a general rule-of-thumb , villages have a single item in stock , towns have 1d10 items , and cities have as many XI as the GM deems appropriate . These quantities are generally doubled for Common items , and halved for Rare ones ( rounding up ) . Bargaining and Trading People of the Empire love a good bargain , and crowds of eager shoppers fill town squares every day looking for the best deals . When buying goods , there are two primary Skills to Test : Evaluate and Haggle . Evaluate is used by consumers to identify the quality of an item ( see Craftsmanship below ) . Similarly , the vendor can use Evaluate to appraise coins for their exchange value , or spot counterfeits . Anyone can also use Evaluate to estimate the prices of Rare or Exotic items to within +/-10 % . Haggle is used routinely by consumers and vendors alike , typically with Opposed Tests . Haggling is expected and most prices are marked up slightly to account for this . Winning a Haggle Test reduces the price by 10 % ( or possibly up to 20 % with an Astounding Success ( 6+ ) or with the Dealmaker Talent ) . Failing a Haggle contest badly usually means the vendor distrusts your coinage . Roleplaying Shopping Trips Trips to the market for routine purchases don ’ t need to be roleplayed in detail . The GM might prefer you browse the equipment lists and check for Availability yourself . Major purchases that involve item Craftsmanship , or require extra Haggling , can be fun to roleplay in-character . In certain scenarios , shopkeepers are important NPCs with distinct personalities or story roles , so it ’ s always worth interacting with them . Consider the following when roleplaying shopping : • The GM may overrule Availability as dictated by local details . For example , basic rowboats are automatically available if the adventure is located in a fishing village that features a renowned boat-builder . • Availability percentages can be increased by +10 % or +20 % if a character is especially diligent , belongs to a relevant career such as Merchant or Fence , or spends an entire day shopping and making Gossip Tests . Selling Selling your trappings during desperate times , or simply offloading loot , is handled in exactly the same fashion as Buying , but this time you ’ ll be making money , not spending it . So , you first check for Availability of a buyer in the same fashion as checking for stock . You then bargain and trade , with Evaluate Tests and Haggle Tests as the GM prefers , and finally you set a price . Typically , the base cost when selling is half the item ’ s listed price , meaning , when selling second-hand , you usually make between a quarter to half an item ’ s worth after Haggling.If you have a Career like fence or merchant , and you put time into Gossip Tests and wandering the local town , you might find someone willing to pay up to 80 % of the item ’ s listed value , though that is left in the hands of the GM . Lowering the Price If you can ’ t find a buyer , you can try lowering the price . Each time you half the money you are willing to accept , the Availability of a buyer increases by one step . Example : Corporal Mauser has fled his State Army regiment with a Hochland Longrifle he stole , and is keen to sell . As it ’ s an Exotic item , there are no immediate buyers he can find on the street . The GM determines the base price Mauser can expect is half the weapon ’ s value ( so 50GC , half of the 100GC it ’ s worth ) , so Mauser decides to drop the price by half two times , saying he will accept 12GC 10/– , which increases the Availability of a Buyer two steps from Exotic to Scarce . BarTering Rural and mercantile commerce often involves trading one commodity for another without exchanging money . To resolve bartering of this type , compare the Availability of the items being traded against those being acquired . The barter ratio indicates how many ‘ units ’ must be traded , and how many ‘ units ’ of the other commodity are acquired . ‘ Units ’ are defined by checking the equipment list prices of both items and grouping them into packages of roughly equivalent value . Bartering ratios Traded ItemsAcquired Items Common Scarce Rare Exotic Common 1:1 2:1 4:1 8:1 Scarce 1:2 1:1 2:1 4:1 Rare 1:4 1:2 1:1 2:1 Exotic 1:8 1:4 1:2 1:1 Craftsmanship The items available in the shops , stalls , and merchant halls of the Empire vary significantly in quality . Not everything is made equal , and the Craftsmanship rules reflect this using Item Qualities , and Item Flaws . An Item Quality makes the trapping a little better , but harder to find . An Item Flaw makes the trapping a little worse , but easier to find . XI 291the consumers ’ GuId e Warhammer Fantasy ro leplay iTem QUaliTies A Trapping is called a Quality Trapping if it has more Item Qualities than Flaws . For each Item Quality the Trapping has , double its price and make it one step less available . Example : A spade that has the Fine and Durable Item Qualities costs quadruple the list price , and drops availability from Common to Rare . Durable Laboriously crafted using strong materials , the item can take +Durable Damage points before it suffers any negatives ( see Weapon Damage and Armour Damage on pages 296 and 299 ) and gains a saving throw of 9+ on a 1d10 roll against instant breakage from sources like Trap Blade ( see page 298 ) . This Quality can be taken multiple times . Each time it is taken , the saving throw improves by 1 ( e.g . From 9+ to 8+ ) . Example : Molli owns a high quality sword with Durable 3 , meaning it can take 3 Damage before suffering any negatives , and has a saving throw of 6+ against breaking . Fine Meticulously crafted to please the eye . This Quality is a sign of social status and can be taken multiple times . The higher the quality , the more impressive it seems.Lightweight Cleverly crafted for ease of carrying . Reduce Encumbrance points by 1 . Practical Expertly crafted with utility in mind . A failed test using this item receives +1 SL . If the item is a piece of armour , any penalties for wearing it are reduced by one level ( for example from −30 to −20 ) . optIons : craFtInG Gu I lds most a rtisans in the e mpire are members of guilds that protect their rights and ensure appropriate standards of craftsmanship . If a town or city contains a crafting guild , related goods of poor quality are rarely available . If the G m states you are shopping in a town with relevant crafting guilds , each item Flaw reduces av ailability instead of increasing it . Furthermore , the first Item Quality does not reduce Availability . Prices are still modified as per usual . iTem flaws A Trapping is called a Flawed Trapping if it has more Item Flaws than Qualities . Each Flaw halves the listed price and improves Availability by one step . Many vendors sell flawed items , but pretend they are anything but . A successful Test with any appropriate skill — such as Evaluate , or Melee for weapons , or Trade for tools — will spot such underhanded activities . Note : Exotic items do not have their Availability modified by being Flawed — they are always difficult to find , even shoddy examples . Example : A suit of chainmail that is both Bulky and Unreliable costs a quarter of the list price , and raises Availability from Rare to Common . Ugly Crafted without any aesthetic awareness whatsoever , Ugly items attract negative attention , and related Fellowship Tests might even suffer a –10 penalty . Shoddy Hastily crafted by an amateur or fraudster . The item breaks when used in any failed Test rolling a double . Similarly , Shoddy armour breaks if any Critical Hit is sustained to a Hit Location it protects . XI 292 Unreliable Crafted without attention to functionality , a failed test using this item receives –1 SL . Further , penalties for wearing Unreliable armour are doubled . Bulky An awkward design crafted clumsily . Increase Encumbrance by +1 ( small trinkets can not normally have this flaw ) . Bulky clothing and armour are Enc 1 even when worn , and Fatigue penalties for armour are doubled . EncumbrancE Even the doughtiest Dwarf can not carry a limitless number of trappings . To help you track how much you are carrying , all items are marked as weighing a number of Encumbrance points ( sometimes abbreviated to ‘ Enc ’ ) , typically from 0–3 , where 0 shows a trifling item that ’ s easily carried , and 3 represents something that ’ s a struggle to heft.The number of Encumbrance points you can carry without penalty is determined by your Strength Bonus + Toughness Bonus . Thus , average humans begin play able to carry around 6 Encumbrance points . EncumbrancE ExamplEs Enc Example Trappings 0 Knives , Coins , Jewelry 1 Sword , Mandolin , Sling Bag 2 Greatsword , Tent , Backpack 3 Halberd , Cask , Large Sack Small ItemS Common sense usually dictates the number of smaller items someone can carry before becoming Encumbered . To provide a rough guide , money weighs 1 Encumbrance point per 200 coins . Over-SIzed ItemS Certain large items weigh 4 or more Encumbrance points , such as barrels or saddlebags . You may normally only carry one oversized object , and it likely requires both hands . BeaStS Of Burden Draft animals ignore the standard Strength Bonus + Toughness Bonus formula for Encumbrance points . Encumbrance points for mules , horses , carts and wagons are listed in their descriptions . Each Human-sized passenger is assumed to weigh around 10 Encumbrance points , modified by the GM as necessary.WOrn ItemS Worn items such as armour , clothing , and jewellery all have their Encumbrance dropped by 1 , which often means they count as Encumbrance 0 when worn . OverBurdened Characters who exceed their Encumbrance capacity may be slowed , and will become fatigued by travel . Movement reduction and Travel Fatigue incurred from Encumbrance stacks with any Armour penalties . Further , whenever you have to take a Fatigued Condition when Overburdened for a reason other than being Overburdened , gain an extra +1 . Enc Penalty Up to limit No penalties Up to double limit–1 Movement ( min : 3 ) , –10 Agility , +1 Travel Fatigue Up to triple limit–2 Movement ( min : 2 ) , –20 Agility ( min : 10 ) , +2 Travel Fatigue More than 3× You ’ re not moving . Encumbrance and Attributes Movement penalties for Encumbrance are applied immediately and can only be removed by dropping equipment . Encumbrance and Travel Fatigue Fatigued Conditions are accrued at the end of a day ’ s travel and can only be removed with a long rest . WEapons Weapons used across the Empire vary according to provincial preference , religious requirement , individual inclination , and trusty old tradition . Here you will find a selection of the most commonly wielded melee and ranged weapons , which are presented using the following format . • Weapon Group : Each Weapon is listed by its Weapon Group . If a weapon is two-handed , it is marked ( 2H ) • Price : The price for an average example of the weapon . • Enc : The Encumbrance for the weapon . • Availability : The Availability of the weapon . • Reach/Range : The Weapon ’ s length , or the range of the weapon in yards . • Damage : The weapon ’ s Damage , which is added to your SL to hit . • Qualities and Flaws : Any Weapon Qualities or Flaws the weapon possesses . Strength Bonus is abbreviated to SB in the weapon tables . XI 293the consumers ’ GuId e Warhammer Fantasy ro leplay MELEE WEAPONS Weapon Price Enc Availability Reach Damage Qualities and Flaws BASIC Hand Weapon 1GC 1 Common Average +SB+4 – Improvised Weapon N/A Varies N/A Varies +SB+1 Undamaging Dagger 16/– 0 Common Very Short +SB+2 – Knife 8/– 0 Common Very Short +SB+1 Undamaging Shield ( Buckler ) 18/2 0 Common Personal +SB+1 Shield 1 , Defensive , Undamaging Shield 2GC 1 Common Very Short +SB+2 Shield 2 , Defensive , Undamaging Shield ( Large ) 3GC 3 Common Very Short +SB+3 Shield 3 , Defensive , Undamaging CAVALRY ( 2H ) Cavalry Hammer 3GC 3 Scarce Long +SB+5 Pummel Lance 1GC 3 Rare Very Long +SB+6 * Impact , Impale FENCING Foil 5GC 1 Scarce Medium +SB+3Fast , Impale , Precise , Undamaging Rapier 5GC 1 Scarce Long +SB+4 Fast , Impale BRAWLING Unarmed N/A 0 – Personal +SB+0 Undamaging Knuckledusters 2/6 0 Common Personal +SB+2 – FLAIL Grain Flail 10/– 1 Common Average +SB+3 Distract , Imprecise , Wrap Flail 2GC 1 Scarce Average +SB+5 Distract , Wrap ( 2H ) Military Flail 3GC 2 Rare Long +SB+6 Distract , Impact , Tiring , Wrap PARRY Main Gauche 1GC 0 Rare Very Short +SB+2 Defensive Swordbreaker 1GC 2/6 1 Scarce Short +SB+3 Defensive , Trap-blade POLEARM ( 2H ) Halberd 2GC 3 Common Long +SB+4 Defensive , Hack , Impale ( 2H ) Spear 15/– 2 Common Very Long +SB+4 Impale ( 2H ) Pike 18/– 4 Rare Massive +SB+4 Impale ( 2H ) Quarter Staff 3/– 2 Common Long +SB+4 Defensive , Pummel TWO-HANDED ( 2H ) Bastard Sword 8GC 3 Scarce Long +SB+5 Damaging , Defensive ( 2H ) Great Axe 4GC 3 Scarce Long +SB+6 Hack , Impact , Tiring ( 2H ) Pick 9/– 3 Common Average +SB+5 Damaging , Impale ( 2H ) Warhammer 3GC 3 Common Average +SB+6 Damaging , Pummel ( 2H ) Zweihänder 10GC 3 Scarce Long +SB+5 Damaging , Hack * Lances count as Improvised Weapons if used on a round where you have not Charged . XI 294 RANGED WEAPONS Weapon Price Enc Availability Range Damage Qualities and Flaws BLACKPOWDER * ( 2H ) Blunderbuss * 2GC 1 Scarce 20 +8 Blast 3 , Dangerous , Reload 2 ( 2H ) Hochland Long Rifle * 100GC 3 Exotic 100 +9 Accurate , Precise , Reload 4 ( 2H ) Handgun * 4GC 2 Scarce 50 +9 Dangerous , Reload 3 Pistol * 8GC 0 Rare 20 +8 Pistol , Reload 1 BOW ( 2H ) Elf Bow 10GC 2 Exotic 150 +SB+4 Damaging , Precise ( 2H ) Longbow 5GC 3 Scarce 100 +SB+4 Damaging ( 2H ) Bow 4GC 2 Common 50 +SB+3 – ( 2H ) Shortbow 3GC 1 Common 20 +SB+2 – CROSSBOW Crossbow Pistol 6GC 0 Scarce 10 +7 Pistol ( 2H ) Heavy Crossbow 7GC 3 Rare 100 +9 Damaging , Reload 2 ( 2H ) Crossbow 5GC 2 Common 60 +9 Reload 1 ENGINEERING * ( 2H ) Repeater Handgun * 10GC 3 Rare 30 +9 Dangerous , Reload 5 , Repeater 4 Repeater Pistol * 15GC 1 Rare 10 +8Dangerous , Repeater , Reload 4 , Repeater 4 ENTANGLING * * Lasso 6/– 0 Common SBx2 – Entangle Whip 5/– 0 Common 6 +SB+2 Entangle EXPLOSIVES Bomb 3GC 0 Rare SB +12 Blast 5 , Dangerous , Impact Incendiary 1GC 0 Scarce SB Special * * * Blast 4 , Dangerous SLING Sling 1/– 0 Common 60 +6 – ( 2H ) Staff Sling 4/– 2 Scarce 100 +7 – THROWING Bolas 10/– 0 Rare SB×3 +SB Entangle Dart 2/– 0 Scarce SB×2 +SB+1 Impale Javelin 10/6 1 Scarce SB×3 +SB+3 Impale Rock – 0 Common SB×3 +SB+0 – Throwing Axe 1GC 1 Average SB×2 +SB+3 Hack Throwing Knife 18/– 0 Common SB×2 +SB+2 – * All Blackpowder and Engineering weapons have the Blackpowder and Damaging Qualities . * * Entangling weapons have no range bands , just the listed range . * * * An Incendiary gives every affected target 1+SL Ablaze Conditions . XI 295the consumers ’ GuId e Warhammer Fantasy ro leplay hand Weapons ‘ hand Weapon ’ is used to describe any of a number of basic w eapons that , though different , are assumed to be effectively the same in-game , including swords , axes , hammers , maces , short spears , and more . BlacK poW der a mmun I t I on Blunderbusses are the only weapons listed that use the s mall s hot or Improvised s hot ammunition . a ll other Blackpowder and e ngineering weapons use bullets . weapon damage Some Fumble results ( see page 160 ) or spells may damage your weapon . For each point of damage your weapon receives , reduce its Damage by –1 . If the Damage is reduced to +0 ( or SB +0 ) , the weapon is mangled beyond all recognition , and now counts as an Improvised Weapon . If an Improvised Weapon is Damaged , it is considered useless for melee combat.Weapons can be fixed by appropriate Artisans for 10 % of the weapon ’ s cost per damage point sustained . Weapons reduced to Improvised Weapons can not be fixed . You can also repair your own weapons if you have the appropriate Trade Skill , Trade Tools and , for more than a single point of Damage , a Workshop . melee weapon gRoUps All melee weapons are assigned to a Weapon Group . Each Weapon Group requires a separate skill to master its use . So , Melee ( Flail ) allows you to use Flails and is a separate skill from Melee ( Polearm ) , which allows you to use Polearms . If you use a weapon from a Group where you have no Advances , you Test your Weapon Skill to hit with the weapon . While you still suffer all the weapon ’ s Flaws , you can not use any of its Qualities . Some Melee Weapon Groups also have special rules . Cavalry Cavalry weapons are assumed to be used when mounted . When not used from horse-back , all two-handed weapons in the Cavalry Weapon Group also count as Two-Handed weapons . Single-handed Cavalry weapons are not normally used when unmounted . Flail Unskilled characters add the Dangerous Weapon Flaw to their Flails , and the other listed Weapon Qualities are not used . Parry Any one-handed weapon with the Defensive Quality can be used with Melee ( Parry ) . When using Melee ( Parry ) , a weapon can be used to Oppose an incoming attack without the normal –20 off-hand penalty ( see page 158 ) . AMMUNITION Weapon Price Enc Availability Range Damage Qualities and Flaws BLACKPOWDER AND ENGINEERING Bullet and Powder ( 12 ) 3/3 0 Common As weapon +1 Impale , Penetrating Improvised Shot and Powder 3d 0 Common Half weapon – – Small Shot and Powder ( 12 ) 3/3 0 Common As weapon – Blast +1 BOW Arrow ( 12 ) 5/– 0 Common As weapon – Impale Elf Arrow 6/– 0 Exotic +50 +1 Accurate , Impale , Penetrating CROSSBOW Bolt ( 12 ) 5/– 0 Common As weapon – Impale SLING Lead Bullet ( 12 ) 4d 0 Common –10 +1 Pummel Stone Bullet ( 12 ) 2d 0 Common As weapon – Pummel XI 296 Weapon Reach The lengths of the weapons are progressively bigger as follows . • Personal : Your legs and fists , perhaps your head , and anything attached to those . • Very Short : Less than a foot in length . • Short : Up to 2 feet in length . • Average : Up to 3 feet long . • Long : Up to 6 foot long . • Very Long : Up to 10 feet in length ; can Engage enemies up to 4 yards away , rather than just 2 . • Massive : Anything over 10 feet long ; can Engage enemies up to 6 yards away , rather than just 2 . OptiOns : WeapOn Length and in-fighting these are simple rules for those who like to use Weapon length for more than simple description of appearance , and a possible impediment to fitting down dark tunnels . WeapOn Length if your weapon is longer than your opponents ’ , they suffer a penalty of –10 to hit you as you find it easier to keep them at bay . in-fighting as your action , you can perform an Opposed Melee test to attempt to step inside your opponent ’ s weapon length . The winner chooses if combat continues as normal or as ‘ in-fighting ’ . During in-fighting , any weapon longer than Short counts as an Improvised weapon . Ranged Weapon gRoups Ranged weapons are difficult to master . You can not attempt a Ranged Test for a weapon you do not have the correct speciality for . So , if you know Ranged ( Blackpowder ) , you can not attempt a Ranged ( Bow ) Test . However , there are a few exceptions . Blackpowder and Explosives Those with Ranged ( Engineering ) can use Blackpowder and Explosive weapons without penalty . Crossbows and Throwing Crossbows and Thrown weapons are relatively simple to use . You can attempt a Ranged ( Crossbow ) or Ranged ( Throwing ) Test using your Ballistic Skill , but the weapon loses all Qualities whilst retaining its Flaws.Engineering All Engineering weapons can be used by characters with Ranged ( Blackpowder ) , but the weapons lose all Weapon Qualities whilst retaining their flaws . Weapon Range A weapon ’ s range is its medium range in yards . Chapter 5 : Rules presents modifiers if a weapon is at Point Blank , Short , Long , or Extreme range . Calculate ranges as follows : CaLCuL ating Range Bands Point Blank = Range ÷ 10 Short = Range ÷ 2 Long = Range x 2 Extreme = Range x 3 sampLe WeapOn Ranges WeaponPoint BlankShort Med LongEx- treme Bow 5 25 50 100 150 Heavy Crossbow10 50 100 200 300 Pistol 2 10 20 40 60 Sling 6 30 60 120 180 Weapon Qualities Some weapons have specific advantages over others , which are described with Weapon Qualities . Accurate The weapon is accurate and easy to hit with . Gain a bonus of +10 to any Test when firing this weapon . Blackpowder The crack of gunfire followed by gouts of smoke and confusion can be terrifying . If you are targeted by a Blackpowder weapon , you must pass an Average ( +20 ) Cool Test or take a Broken Condition , even if the shot misses . Blast ( Rating ) All Characters within ( Rating ) yards of the struck target point take SL+Weapon Damage , and suffer any Conditions the weapon inflicts . Damaging A Damaging weapon can use the higher score from either the units die or the SL to determine the Damage caused from a successful hit . For example , if you roll 34 in your attack Test XI 297the consumers ’ GuId e Warhammer Fantasy ro leplay and the target number was 52 you can choose to use the SL , which in this case is 2 , or the units die result , which is 4 . An Undamaging weapon can never also be Damaging ( Undamaging takes precedent ) . Defensive Defensive weapons are designed to parry incoming attacks . If you are wielding such a weapon , gain a bonus of +1 SL to any Melee Test when you oppose an incoming attack . Distract Distracting weapons can be used to drive an opponent back due to their dangerous or whip-like natures . Instead of causing Damage , a successful attack with a Distracting weapon can force an opponent back 1 yard per SL by which you win the Opposed Test . Entangle Your weapon wraps around your opponents , entangling them . Any opponent successfully hit by your weapon gains the Entangled Condition with a Strength value equal to your Strength Characteristic . When Entangling an opponent , you can not otherwise use the weapon to hit . You can end the Entangling whenever you wish . Fast Fast weapons are designed to strike out with such speed that parrying is not an option , leaving an opponent skewered before they can react . A wielder of a Fast weapon can choose to attack with the Fast weapon outside of the normal Initiative sequence , either striking first , last , or somewhere in between as desired . Further , all Melee Tests to defend against Fast weapons suffer a penalty of –10 if your opponent is using a weapon without the Fast Quality ; other Skills defend as normal . Two opponents with Fast weapons fight in Initiative order ( relative to each other ) as normal . A Fast weapon may never also be Slow ( Slow takes precedent ) . Hack Hacking weapons have heavy blades that can hack through armour with horrific ease . If you hit an opponent , you Damage a struck piece of armour or shield by 1 point as well as wounding the target . Impact Some weapons are just huge or cause terrible damage due to their weight or design . On a successful hit , add the result of the units die of the attack roll to any Damage caused by an Impact weapon . An Undamaging weapon can never also have Impact ( Undamaging takes precedent ) . Impale Impale weapons can kill with a single clean blow . Impale weapons cause a Critical Hit on any number divisible by 10 ( i.e . : 10 , 20 , 30 , etc . ) as well as on doubles ( i.e . : 11 , 22 , 33 ) rolled equal or under an appropriate Test in combat . If the impale comes from a ranged weapon , the ammunition used has firmly lodged itself in the target ’ s body . Arrows and bolts require a successful Challenging ( +0 ) Heal Test to remove — bullets require a surgeon ( see the Surgery Talent in Chapter 4 : Skills and Talents ) . You can not heal 1 of your Wounds for each unremoved arrow or bullet . Penetrating The weapon is highly effective at penetrating armour . Non-metal APs are ignored , and the first point of all other armour is ignored . Pistol You can use this weapon to attack in Close Combat . Precise The weapon is easy to get on target . Gain a bonus of +1 SL to any successful Test when attacking with this weapon . Pummel Pummel weapons are especially good at battering foes into submission . If you score a Head hit with a Pummel weapon , attempt an Opposed Strength/ Endurance test against the struck opponent . If you win the test , your opponent gains a Stunned Condition . Repeater ( Rating ) Your weapon holds ( Rating ) shots , automatically reloading after each time you fire . When you use all your shots , you must fully reload the weapon using the normal rules . Shield ( Rating ) If you use this weapon to oppose an incoming attack , you count as having ( Rating ) Armour Points on all locations of your body . If your weapon has a Shield Rating of 2 or higher ( so : Shield 2 or Shield 3 ) , you may also Oppose incoming missile shots in your Line of Sight . Trap Blade Some weapons are designed to trap other weapons , and sometimes even break them . If you score a Critical when defending against an attack from a bladed weapon you can choose to trap it instead of causing a Critical Hit . If you choose to do this , enact an Opposed Strength Test , adding your SL from the previous Melee Test . If you succeed , your opponent drops the blade as it is yanked free . If you score an Astounding Success , you not only disarm your opponent , but the force of your maneuver breaks their blade unless it has the Unbreakable quality . If you fail the Test , your opponent frees the blade and may fight on as normal . Unbreakable The weapon is exquisitely well-made or constructed from an especially strong material . Under almost all circumstances , this weapon will not break , corrode , or lose its edge . XI 298 Wrap Wrap weapons typically have long chains with weights at the end , making it very difficult to parry them effectively . Melee Tests opposing an attack from a Wrap weapon suffer a penalty of –1 SL , as parried strikes wrap over the top of shields , or around blades . weapon flaws Some weapons are just difficult to use , or simply dangerous , as described with Weapon Flaws . Dangerous Some weapons are almost as likely to hurt you as your opponent . Any failed test including an 9 on either 10s or units die results in a Fumble ( see Chapter 5 : Rules for more on Fumbles ) . Imprecise Imprecise weapons are difficult to bring to bear as they are unwieldy or hard to aim . Suffer a penalty of –1 SL when using the weapon to attack . An Imprecise Weapon can never be Precise ( Imprecise takes precedent ) . Reload ( Rating ) The weapon is slow to reload . An unloaded weapon with this flaw requires an Extended Ranged Test for the appropriate Weapon Group scoring ( Rating ) SL to reload . If you are interrupted while reloading , you must start again from scratch . Slow Slow weapons are unwieldy and heavy , making them difficult to use properly . Characters using Slow weapons always strike last in a Round , regardless of Initiative order . Further , opponents gain a bonus of +1 SL to any Test to defend against your attacks . Tiring The weapon is fatiguing to use or difficult to bring to bear . You only gain the benefit of the Impact and Damaging Weapon Traits on a Turn you Charge.Undamaging Some weapons are not very good at penetrating armour . All APs are doubled against Undamaging weapons . Further , you do not automatically inflict a minimum of 1 Wound on a successful hit in combat . ARMOUR First off , avoid all contact . t hat ’ s yer basic principle . a nd in case you can ’ t , always wear protection . … What ? ’ – c orporal ‘ nobbs ’ nobbilar , Basic c ombat Instructor . Armour is listed in the following format : • Armour Type : Each armour is listed by the material its constructed from , in order of protective effectiveness . • Price : The price to buy an average piece of the armour . • Enc : The Encumbrance for the armour . • Availability : The Availability of the armour . • Penalty : Any penalty for wearing that specific piece of Armour in addition to Encumbrance ( Page 293 ) . Note : Some armour brings a penalty if you wear any of it , such as wearing any chain brings a penalty of –10 Stealth . • Locations : The Hit Locations the Armour protects . • APs : The number of Armour Points the armour provides to the protected Hit Locations . • Qualities and Flaws : Any Armour Qualities or Flaws the armour may possess . aRmoUR damage As blows rains down on your armour , it can be damaged , possibly permanently . Whenever you are instructed to damage a piece of armour , the APs in the location damaged are reduced by 1 . If this lowers the APs to 0 in that location , the armour there is rendered useless . Armour is generally damaged in one of two ways : 1 . A special abilit y triggers , such as a spell or Talent , damaging a piece of armour 2 . A Cr itical Wound is deflected Critical Deflection This only occurs should you choose it to . If you suffer a Critical Wound from an incoming attack on a location protected by armour , you can choose to let your armour be damaged by 1AP in order to ignore the Critical Wound . You still suffer all normal Wounds ( and given your APs are now 1 point lower , you probably suffer an extra Wound ) , but you avoid the Critical Wound effects as the blow is absorbed by your now-damaged armour . XI 299the consumers ’ GuId e Warhammer Fantasy ro leplay Repairing Armour It costs 10 % of the armour ’ s base price per AP lost to repair it . So , if you had a Sleeved Chainmail Coat with 1AP of damage on the Body , and 1AP of damage on the Arms , it will cost you 20 % of your armour ’ s base cost to fix it , in this case 12/– . If a section of your armour is completely broken , it will cost you 30 % of the armour ’ s base cost to fix , and you ’ ll likely be waiting some time before it ’ s completed . You can also repair your own armour if you have the appropriate Trade Skill , Trade Tools and , for Plate Armour , a Workshop . aRmoUR QUaliTies Armour can possess the following Armour Qualities : Flexible Flexible armour can be worn under a layer of non-Flexible armour if you wish . If you do so , you gain the benefit of both.Impenetrable The armour is especially resilient , meaning most attacks simply can not penetrate it . All Critical Wounds caused by an odd number to hit you , such as 11 or 33 , are ignored . Armour Flaws Some armours have points of weakness , as described by Armour Flaws . Partial The armour does not cover the entire hit location . An opponent that rolls an even number to hit , or rolls a Critical Hit , ignores the partial armour ’ s APs . Weakpoints The armour has small weakpoints where a blade can slip in if your opponent is sufficiently skilled or lucky . If your opponent has a weapon with the Impale Quality and scores a Critical , the APs of your armour are ignored . ARMOUR Armour Price Enc Availability Penalty Locations APs Qualities and Flaws SOFT LEATHER * Leather Jack 12/– 1 Common – Arms , Body 1 – Leather Jerkin 10/– 1 Common – Body 1 – Leather Leggings 14/– 1 Common – Legs 1 – Leather Skullcap 8/– 0 Common – Head 1 – BOILED LEATHER Breastplate 18/– 2 Scarce – Body 2 Weakpoints MAIL * * Mail Chausses 2GC 3 Scarce – Legs 2 Flexible Mail Coat 3GC 3 Common – Arms , Body 2 Flexible Mail Coif 1GC 2 Scarce–10 % PerceptionHead 2 Flexible , Partial Mail Shirt 2GC 2 Scarce – Body 2 Flexible PLATE * * Breastplate 10GC 3 Scarce – Body 2 Impenetrable , Weakpoints Open Helm 2GC 1 Common–10 % PerceptionHead 2 Partial Bracers 8GC 3 Rare – Arms 2 Impenetrable , Weakpoints Plate Leggings 10GC 3 Rare –10 Stealth Legs 2 Impenetrable , Weakpoints Helm 3GC 2 Rare–20 % PerceptionHead 2 Impenetrable , Weakpoints * Soft Leather can be worn without penalty under any other Armour . * * Wearing any Mail or Plate confers a Penalty of –10 Stealth each . XI 300 Packs and c ontainers Trappings can be packed into backpacks , sacks , and pouches , making them easier to carry . The table shows the Encumbrance value for carrying a pack or other container ( Enc ) , and the number of Encumbrance the container can carry ( Carries ) . You only count the Enc value to determine the number of Encumbrance points carried . Common sense dictates whether items can be carried in containers ( e.g . halberds can not be carried in backpacks ) . Item Cost Enc Carries Availability Backpack 4/10 2 4 Common Barrel 8/– 6 12 Common Cask 3/– 2 4 Common Flask 5/– 0 0 Common Jug 3/2 1 1 Common Pewter Stein4/– 0 0 Common Pouch 4d 0 1 Common Sack 1/– 2 4 Common Sack , Large1/6 3 6 Common Saddlebags 18/– 4 8 Common Sling Bag 1/– 1 2 Common Scroll Case 16/– 0 0 Scarce Waterskin 1/8 1 1 CommonBackpack : Counts as ‘ worn ’ when strapped to your back . Barrel : Capacity : 32 gallons of liquid.Cask : Capacity : 10 gallons of liquid.Flask : Capacity : 1 pint of liquid.Jug : Capacity : 1 gallon of liquid.Sack : Requires 1 hand to carry . Sack , Large : Requires 1 hand to carry ( or 2 hands if full ) . Sling Bag : Counts as ‘ worn ’ when slung over your shoulder.Waterskin : Capacity : 1 gallon of liquid . OptiOns : Quick ArmOur For those who want fast , simple rules for armour , use the following . Armour is split into three bands : Light , medium , and Heavy . those in Light are wearing mostly leathers , those in medium are wearing mostly chain , and those in heavy are wearing mostly plate . Armour Price Enc Availability Penalty Locations APs Qualities and Flaws Light Armour 2GC 1 Common – All 1 Flexible Medium Armour 5GC 5 Scarce–10 % Perception –10 StealthAll 2 Flexible Heavy Armour 30GC 6 Rare–20 % Perception –20 StealthAll 3Impenetrable , Weakpoints XI 301the consumers ’ GuId e Warhammer Fantasy ro leplay Clothing and aCCessories Clothing styles in the Empire vary considerably . As a general guideline , commoners wear simple tunics with breeches or gowns . Middle-class citizens favour puff-and-slash fashions with hats and hosiery or dresses . The elites flaunt capes , furs , and flamboyant hats with extravagantly enormous feathers – the more exotic the better ! Item Cost Enc Availability Amulet 2d 0 Common Boots 5/– 1 Common Cloak 10/– 1 Common Clothing 6/– 1 Common Coat 18/– 1 Common Costume 1GC 1 Scarce Courtly Garb 12GC 1 Scarce Face Powder 10/– 0 Common Gloves 4/– 0 Common Hood or Mask 5/– 0 Common Jewellery Varies 0 Common Perfume 10/– 0 Common Pins ( 6 ) 10 s 0 Scarce Religious Symbol 6/8 0 Common Robes 2GC 1 Common Sceptre 8GC 1 Rare Shoes 5/– 0 Common Signet Ring 5GC 0 Rare Tattoo 4/– + 0 Scarce Uniform 1GC 2/– 1 Scarce Walking Cane 3GC 1 Common Cloak : Protects wearer against the elements . Coat : Protects wearer against the elements and extreme cold ; without a good coat or similar , you will receive penalties to resist cold exposure ( see page 181 ) . Courtly Garb : Nobles ’ garb features embellishments such as lace cuffs & collars , excessive high-quality fabric and pointed shoes . Servants also wear courtly garb to banquets and ceremonies , although their surcoats and corsets are less ostentatious than the nobles ’ fashions and can therefore be purchased at half price . Hat : Fine quality hats are status symbols in the Empire ’ s towns and cities . The more flamboyant the hat , the better.Jewellery : Prices vary by craftsmanship , metal type , and gem value . As a general guideline , common rings without any gemstones cost 10 coins equal to their metal type ( i.e . brass , silver or gold ) whereas necklaces cost 20 coins of the same metal type . Sceptre : The highest-ranking legal officials carry sceptres to indicate their status . Signet Ring : Gold rings with engraved stamps are worn by nobles and guild officials , who use them to imprint heraldry or insignia into sealing wax . Walking Cane : Polished wooden canes with metal caps are status symbols amongst wealthier townsfolk . Food , drink , and lodging Poor quality room and board costs half the listed price , and fine quality costs double the listed price . Consuming poor quality food or drink comes with a 10 % risk of exposure to the Galloping Trots ( see page 187 ) . Item Cost Enc Availability Ale , pint 3d 0 Common Ale , keg 3 s 2 Common Bugman ’ s XXXXXX Ale , pint9d 0 Exotic Food , groceries/day 10d 1 Common Meal , inn 1/– 0 Common Rations , 1 day 2/– 0 Common Room , common/night 10d – Common Room , private/night 10/– – Common Spirits , pint 2/– 0 Common Stables/night 10d – Common Wine , bottle 10d 0 Common Wine & Spirits , drink 1/– 0 Common Ale , keg : Capacity 3 gallons . Empty kegs can be refilled for 18d . Bugman ’ s XXXXXX Ale : Merchants travel across the Old World to purchase this potent Dwarfen ale from the famous brewery founded by Josef Bugman . Bugman ’ s Ale is distributed to most major cities . One mug of Bugman ’ s counts as 4 mugs of normal ale for intoxication purposes ( see Consume Alcohol on page 121 ) , and grants immunity to Fear Tests for 1d10 hours . Room , Common : Guests sleeping in common rooms should be wary of thieves . XI 302 Room , Inn : Accommodates 2 guests . Large rooms cost double the price and accommodate 4 guests . TOOL S AND kITS The majority of tools count as Improvised Weapons when used in combat , however GMs may rule that heavy or sharp tools ( e.g . crowbars and sickles ) count as Hand Weapons . Many of the individual tools listed here are included in Trade Tool packages and Workshops , and need not be bought separately . Animal Trap : Used to catch game ( see Gathering Food and Herbs on page 127 ) .Antitoxin Kit : Contains a small knife , herbs , and a jar of leeches . A successful Heal Test with an antitoxin kit removes all Poisoned Conditions . Treatment takes at least two Rounds.Disguise Kit : Contains enough props for four disguises ( e.g . wigs and make-up ) and also materials for changing your appearance used by those with the Entertain ( Acting ) Skill ( e.g . wax , fake blood , and prosthetics ) . Fish Hooks : Can be used to catch fish ( see Gathering Food and Herbs on page 127 ) .Lock Picks : An assortment of small , variously-shaped tools needed to use the Pick Lock Skill without penalty . XI Item Cost Enc Availability Abacus 3/4 0 Scarce Animal Trap 2/6 1 Common Antitoxin Kit 3GC 0 Scarce Boat Hook 5/– 1 Common Broom 10d 2 Common Bucket 2/6 1 Common Chisel 4/2 0 Common Comb 10d 0 Common Crowbar 2/6 1 Common Crutch 3/– 2 Common Disguise Kit 6/6 0 Scarce Ear Pick 2/– 0 Scarce Fish Hooks ( 12 ) 1/– 0 Common Floor Brush 1/6 0 Common Gavel 1GC 0 Scarce Hammer 3/– 0 Common Hand Mirror 1GC 1/6 0 Exotic Hoe 4/– 2 Common Key 1/– 0 Common Knife 8/– 0 CommonItem Cost Enc Availability Lock Picks 15/– 0 Scarce Manacles 18/– 0 Scarce Mop 1/– 2 Common Nails ( 12 ) 2d 0 Common Paint Brush 4/– 0 Common Pestle & Mortar 14/– 0 Common Pick 18/– 1 Scarce Pole ( 3 yards ) 8/– 3 Common Quill Pen 3/– 0 Common Rake 4/6 2 Common Reading Lens 3GC 0 Rare Saw 6/– 1 Common Sickle 1GC 1 Common Spade 8/– 2 Common Spike 1/– 0 Common Stamp , engraved 5GC 0 Scarce Tongs , steel 16/– 0 Common Telescope 5GC 0 Rare Tweezers 1/– 0 Scarce Writing Kit 2GC 0 Scarce 303the consumers ’ GuId e Warhammer Fantasy ro leplay Manacles : Prisoners trying to break out of manacles suffer 1 Wound and must pass a Very Hard ( -30 ) Strength Test . Pole : A long pole used for barging ; counts as an Improvised Weapon . Reading Lens : Glass lenses with handles provide a +20 bonus to Read/Write Tests for deciphering tiny or unintelligible writing . Perception Tests to search for fine details such as secret doors or compartments also receive a +20 bonus . Writing Kit : Contains a quill pen , inkpot , and ink blotter . Books and documents The printing press is a recent invention in the Empire , so most books are still hand-written , some with pages adorned with exquisite illuminations , others little better than scribbled notes . In larger settlements , official documents , newssheets , and leaflets are typically press-printed , as are many poems , romances , and important academic texts . All prices are loose suggestions only , as contents and quality vary significantly . Item Cost Enc Availability Book , Apothecary8GC 1 Scarce Book , Art 5GC 1 Scarce Book , Cryptography8GC 1 Exotic Book , Engineer 3GC 1 Scarce Book , Law 15GC 1 Rare Book , Magic 20GC 1 Exotic Book , Medicine15GC 1 Rare Book , Religion 1GC 1 Common Guild License N/A 0 N/A Leaflet 1/– 0 Common Legal Document 3/– 0 Common Map 3GC 0 Scarce Parchment/sheet 1/– 0 Common Book , Apothecary : Apothecary books are usually hand-written . A basic apothecary book contains ingredient descriptions and diagrammed instructions for brewing processes . Formulas for Digestive Tonics , Healing Draughts , and Vitality Draughts are usually included ( see Herbs & Draughts ) . Advanced texts contain formulas for more exotic draughts . Book , Art : Plays , poems , and ballads or perhaps musical arrangements scribbled on loose parchment , Art books come in many forms . They also include treatises on perspective , form , and style , often written by famous painters or sculptors — such as Leonardo da Miragliano — for mass printing . Book , Cryptography : Where individual ciphers and encryption keys can be written on a single page or two , Cryptography books are often hand-scribed codices dealing with mathematics , numerology , and polyalphabetic encryption . Book , Engineer : The majority of engineering books are press- printed . Engineering is an advanced science in the Empire , largely due to the Imperial Engineers ’ School in Altdorf and the Dwarf Engineers ’ Guild . Because of this , Engineering texts are often authored , co-authored , or edited by Dwarfs . Book , Law : Laws vary considerably from one region to the next . Cities with printing presses compile legislation in bound volumes , whereas judges in smaller towns often rely on documents hand-written centuries ago . Law books used by travelling lawyers or judges often combine printed and written pages from different towns across the Empire , collated and bound together within the same cover . Book , Magic : Spell grimoires are usually scribed by wizards , and their covers are often secured with locks . Sometimes grimoires are even protected by magical alarms or wards . Carrying a spell grimoire is punishable as heresy unless the owning wizard is licensed by the Colleges of Magic . Book , Medicine : Medical texts can either be scribed or press- printed , depending on the authoring physician ’ s prestige . Illuminations are common , and usually include detailed autopsy drawings and procedural diagrams . XI 304 Book , Religion : Religions books come in all forms in the Empire , a realm renowned for its religious observances . There is a eager market for the most popular texts , most of which are cheaply produced by printing presses . Guild License : Guild licenses are usually printed on single sheets of parchment , stamped with an official seal , and signed by the local guild master . Guild licenses are not purchased ; instead , they are granted to guild members according to each guild ’ s traditions and laws . Legal Document : A simple legal document such as a will , IOU or letter of intent . OptiOns : Guilders if you have an appropriate guild license , you can use your special contacts to locate rare items . if you fail an Availability test when trying to buy an item , you can make a Gossip test to talk with your fellow Guilders and see if any of them know where you might find what you need . If you succeed , one of your contacts has a few useful suggestions , and you can reroll the Availability t est . Trade Tools and Workshops Trade Tools are needed if your wish to take a Trade Test to make or fix something , and the examples below are a sample of the many options available . Workshops are needed for larger projects , such as creating new trappings . Item Cost Enc Availability Trade Tools 3GC 1 Rare Workshop 80GC N/A Exotic Apothecary : Tools include pestle and mortar , spoons , jars , and weights and scales . Workshops also include oil burners and shelves full of ingredients . Artisan : The potential range of tools used by Artisans is wide . Sample packages include : • Carpenter : Hammer and nails , saw , measuring rod , chalk , and plumb lines . Workshops also include lathes , planes , clamps , and a supply of lumber . • Engraver : Gravers , punches , wax , acid , hammer , and chisels . Workshops also include dies and presses . • Smith : Hammer , tongs , punches , swages , bits , and augers . Workshops also include an anvil , furnace , swage block , sledgehammers , and metal ingots . Other Artisans include : Armourer , Bowyer , Brewer , Candlemaker , Calligrapher , Cartographer , Cobbler , Cook , Cooper , Embalmer , Gem Cutter , Glassblower , Goldsmith , Gunsmith , Jeweller , Leatherworker , Mason , Painter , Potter , Shipwright , Stoneworker , Tailor , Tanner , Vintner , Weaver , Weaponsmith and Woodcarver . Artist : Brushes and paints , hammer and chisels , rasps and files , and scrapers . Workshops also include easels or pedestals and supplies of canvas , parchment , vellum , wood , clay or uncut stone . Engineer : Hourglass , measuring rod , fuse cord , drafting compass , and T-square . Workshops also include pulleys , ropes , and drafting tables . Herbalist : Pestle and mortar , small knives , pruning shears , and gloves . Workshops also include drying racks , strainers , funnels , bowls , and jars . Navigator : Quadrant , astrolabe , charts and compasses , hourglass , and sounding line.Physician : Needles and sutures , bandages , scalpel , vinegar , forceps , and a speculum . Workshops also include anatomical drawings , assorted implements , and a surgery table . XI 305the consumers ’ GuId e Warhammer Fantasy ro leplay AnimAls And Vehicles Animals are used at all levels of society in the Empire . See the Chapter 12 : Bestiary for sample animal profiles . Like Packs and Containers ( see page 301 ) , all vehicles have an entry for the number of Encumbrance points they can carry ( Carries ) . Item Cost Enc Carries Availability Cart 20GC – 25 Common Chicken 5d 1 0 Common Coach 150GC – 80 Rare Coracle 2GC 6 10 Scarce Destrier 230GC – 20 Scarce Dog collar and lead1/7 0 – Common Draught Horse4GC – 20 Common Homing Pigeons3/– 1 0 Scarce Hunting Dog2GC – 0 Rare Light Warhorse70GC – 18 Common Monkey 10GC 2 1 Rare Mule 5GC – 14 Common Pony 10GC – 14 Common Riding Horse15GC – 16 Common River Barge225GC – 300 Rare Row Boat 6GC – 60 Scarce Saddle and Harness6GC 4 – Common Wagon 75GC – 30 Common Worms ( 6 ) 1d 0 – Common Cart : One driver and one draft animal required.Coach : Two drivers and four horses are standard.Coracle : Coracles are small , lightweight boats that accommodate one person and can be carried easily . They are made from leather or bark stretched over a wood frame , and rowed with a single oar.Destrier : Horse trained for war.River Barge : Three crew are standard.Row Boat : One rower is standard.Wagon : One driver and two horses are standard.drugs And Poisons Recreational drugs , although not illegal in most parts of the Empire , are frequently associated with dubious rituals and cults by the Cult of Sigmar . Attitudes are more liberal in large cities where dens can be found offering spit , weirdroot , or Ranald ’ s Delight . Poison is not illegal either , but owning poison is bound to raise questions about its intended use . Item Cost Enc Availability Black Lotus 20GC 0 Exotic Heartkill 40GC 0 Exotic Mad Cap Mushrooms5GC 0 Exotic Mandrake Root 1GC 0 Rare Moonflower 5GC 0 Scarce Ranald ’ s Delight 18/– 0 Scarce Spit 1GC 5/– 0 Rare Weirdroot 4/– 0 Rare Black Lotus : This deadly plant grows in Southland jungles and is used for blade venom . Victims who suffer at least 1 Wound from a sap-coated blade immediately take 2 Poisoned Conditions . Resisted with a Difficult ( –10 ) Endurance Test . Heartkill : Combining the venoms from an Amphisbaena ( a rare , two-headed serpent ) and a Jabberslythe produces an odourless , colourless poison . When ingested , the deadly mixture inflicts 4 Poisoned Conditions . Resisted with a Difficult ( –10 ) Endurance Test . Mad Cap Mushrooms : These hallucinogenic mushrooms are eaten by Goblin fanatics before battle . They induce a berserker rage , adding +10 Strength , +4 Wounds , and the Frenzy Talent . When the effect wears off , the user loses 1d10 Wounds . Non- Greenskins must also pass a Challenging ( +0 ) Endurance Test or contract a Minor Infection . Duration : Active when chewed plus an additional 2d10 minutes . Mandrake Root : This highly-addictive deliriant grows under gallows , and is chewed to keep an unquiet mind still . Users must pass a Willpower Test every Round to perform an Action or a Move ( choose one ) ; further , Movement is halved . However , Cool Tests receive a bonus of +20 . Duration : Active when chewed plus an additional 1d10×10 minutes . Moonflower : This tranquilliser is a dried moss which grows only on leaves in the Laurelorn forest . Elves use Moonflower to treat Black Plague , granting a bonus of +30 to any associated Tests for Elves to resist the disease , otherwise it has no effect on their species . Others can inhale vapours from boiling the moss XI 306 and if they fail a Very Hard ( –30 ) Willpower Test will gain an Unconscious Condition ; if passed , they receive a bonus of +20 to Cool Tests and gain a Fatigued Condition . Moonflower is used by the most expensive Physicians as an anesthetic . Duration : 1d10+5 hours . Ranald ’ s Delight : This highly-addictive stimulant is a synthetic compound made from sulphur , mercury and other elements . Inhaling the powder provides a bonus of +1 to Movement , and +10 to WS , S , T , and Agi . This last for 3 hours , after which the user suffers a penalty of –2 Movement and –20 on Weapon Skill , Strength , Toughness , and Agility . Duration : 1 day . Spit : Extracted from Chameleoleeches found in the marshes of the Empire , this extraordinarily powerful hallucinogen brings visions of something deeply desired , such as a lost lover , a dead friend , or a missing child . Called Spit on the streets , it ’ s popular with those lost to despair . Upon exposure , you must pass a Very Hard ( –30 ) Toughness Test or be lost to a fully real fantasy , which is a matter for the GM to handle . Duration : 1d10 minutes . Weirdroot : One of the most common street-drugs in the Empire , Weirdroot is chewed , bringing a sense of euphoria and pleasant hallucinations , which some suggest may be connected to the Winds of Magic . The drug gives a +10 bonus to Toughness and Willpower Tests , but a penalty of –10 to Agility , Initiative , and Intelligence Tests . Duration : Active when chewed plus an additional 1d10×10 minutes . Herbs and draugHts Medicinal herbs can either be purchased or gathered from the wild ( see Gathering Food and Herbs on page 127 ) . Preparation with Trade Tools ( Herbalist ) is usually required to extract the plant ’ s medicinal ingredients and create poultices . Draughts can be brewed using the Trade ( Apothecary ) Skill . Item Cost Enc Availability Digestive Tonic 3/– 0 Common Earth Root 5GC 0 Scarce Faxtoryll 15/– 0 Exotic Healing Draught 10/– 0 Scarce Healing Poultice 12/– 0 Common Nightshade 3GC 0 Rare Salwort 12/– 0 Common Vitality Draught 18/– 0 Scarce Digestive Tonic : Provides +20 to recovery Tests from stomach ailments such as the Galloping Trots or Bloody Flux ( see Disease and Infection on page 186 ) .Earth Root : This herb is ingested to negate the effects of Buboes caused by the Black Plague ( though the swellings are still significant ) . Further , gain a bonus of +10 on all Tests concerning the disease . Dose : 1 per day . Faxtoryll : When smeared on a wound , poultices made from this herbal coagulant remove all Bleeding Conditions without a Heal Test . Dose : 1 per Critical Wound . Healing Draught : If you have more than 0 Wounds , recover Toughness Bonus Wounds immediately . Dose : 1 per encounter . Healing Poultice : This foul-smelling medicinal wrap is made from animal dung and urine combined with any number of common herbs such as Sigmafoil , Tarrabeth , and Valerian . You do not suffer any Minor Infections from a Critical Wound treated with a Healing Poultice . Nightshade : Consuming this herb causes the victim to fall into a deep sleep after 2-3 hours , unless an Endurance Test is passed . A Nightshade slumber lasts 1d10+4 hours . Dose : 1 per person . Salwort : When held under someone ’ s nose , the aroma from a crushed sprig of this herb removes 1 Stunned Condition . Dose : 1 per encounter . Vitality Draught : Drinking this draught instantly removes all Fatigued Conditions . XI 307the consumers ’ GuId e Warhammer Fantasy ro leplay Prosthetics Whether through disease , warfare , or misfortune , it ’ s a relatively common occurrence in the Empire to lose body parts . For those who do , there are a variety of alternatives on offer . All Prosthetics have an Encumbrance of 0 when worn . Item Cost Enc Availability Eye Patch 6d 0 Common False Eye 1GC 0 Rare False Leg 16/– 2 Scarce Gilded Nose 18/– 0 Scarce Hook 3/4 1 Common Engineering Marvel20GC 1 Exotic Wooden teeth 10/– 0 Rare Eye Patch : Often decorated , an eye patch is used to cover scarred eye sockets . False Eye : Particularly popular amongst the rich who prefer not to wear cruder eye-patches , false eyes come in many forms , from wooden to polished glass . False Leg : A False Leg ( or just a False Foot , for half price ) , allows you to ignore 1 point of Movement loss due to the missing body part . Further , for 100 XP you can regain the last point of Movement Loss as you train yourself to use your new body part , and for 200 XP you relearn how to use Dodge again . This all requires you not to lose your False Leg , though . Gilded Nose : Though most are made of wood or ceramic , the term gilded nose is widely used regardless . You can ignore the Fellowship loss for having no nose . Hook : You have a hook strapped where you used to have a hand . A surprisingly nimble tool once you are used to it , you can buy back the –20 penalty on all Tests involving two hands for 100 XP per 5 you subtract from the penalty , removing the penalty completely for 400 XP . Append : In Close Combat , Hooks count as Daggers . Engineering Marvel : Only for the exceedingly rich , you commission a work of art from one of the Engineers ’ Guilds , allowing you to completely ignore the loss of an ear , hand , arm , or leg , as steam hisses and machinery clicks in place of blood and muscle . Should you ever receive a Critical Wound to the marvel , it automatically breaks down , and needs to be taken back for costly repair ( at least 10 % of the base cost , depending upon the nature of the Critical Wound received ) .Wooden Teeth : False Teeth are often beautifully carved and painted , and sometimes a significant improvement to the originals . You ignore all penalties for loss of teeth . Miscellaneous traPPings If players wish to buy something that isn ’ t included on this list , the GM can reference similar items for price and availability guidelines . Item Cost Enc Availability Ball 5d 0 Common Bandage 4d 0 Common Baton 1/– 0 Common Bedroll 6/– 1 Common Blanket 8d 0 Common Candle ( dozen ) 1/– 0 Common Canvas Tarp 8/– 1 Common Chalk 10d 0 Common Charcoal stick 10d 0 Common Cutlery 3/6 0 Common Davrich Lamp 2GC 1 Rare Deck of Cards 1/– 0 Common Cooking Pot 8/– 1 Common Cup 8d 0 Common Dice 10d 0 Common Doll 2/– 0 Common Grappling Hook 1GC 0/10 1 Scarce Instrument 2GC 1 Rare Lamp Oil 2/– 0 Common Lantern 12/– 1 Common Storm Lantern 1GC 1 Scarce Match 1d 0 Common Pan 7/6 1 Common Pipe and Tobacco 3/4 0 Scarce Placard 1/– 2 Common Plate 1/– 0 Common Bowl 1/– 0 Common Rags 1d 0 Common Rope , 10 yards 8/4 1 Common Tent 12/– 2 Scarce Tinderbox 4/2 0 Common XI 308 Bandage : A successful Heal Test removes +1 extra Bleeding Status . Bedroll : Endurance Tests rolled to resist cold exposure ( see page 181 ) gain a bonus of +20 when resting.Candle : Provides illumination for 10 yards when lit . Davrich Lamp : A safety lamp emitting the light of a candle , first developed for Reikland ’ s mines by Master Engineer Davrich Stephansson . It flares brightly in ‘ firedamp ’ ( explosive gasses ) ; after 1d10 rounds of exposure to the lamp the firedamp will explode . It is wise to withdraw before this happens . Grappling Hook : Coupled with a rope , allows unscalable surfaces to be climbed . Instrument : Various instruments are included in this category . The standard price and encumbrance reflects medium-sized instruments ( e.g . mandolin , coach horn , small drum ) . Small instruments are half the price and 0 Encumbrance points ( e.g . flute , recorder , tambourine ) . Larger instruments are double the price and 2 Encumbrance points ( e.g . harp , lute , large drum ) . Lamp Oil : Contains enough fuel for 4 hours of standard use , or 8 hours of low flame equivalent to a candle . Lantern : Provides illumination for 20 yards . Storm Lantern : Shutters protect the flame from wind , and also enable the light to be directed in a 90° arc or darkened altogether . Provides illumination for 20 yards , or 30 when targeted . Tent : A medium-sized tent accommodating four people sleeping in close quarters . Small tents accommodate 2 people for half the price and 1 Encumbrance point . Large tents accommodate 8 people for double the price and 4 Encumbrance points . Hirelings If you need extra muscle or brains whilst adventuring , you may pay Hireling NPCs to accompany you . You can hire any Career with GM permission , and they are paid an amount of coin equal to their Social Status for a quick job , or paid triple for a full day ’ s work . The GM may increase or decrease this amount according to individual personality and local circumstances . If the job at hand is unexpectedly dangerous , Hirelings will expect double the normal pay unless a Leadership Test is passed . Leadership Tests may also be required when Hirelings are assigned complex , independent tasks , or if they have good reason to flee from an encounter . Quick Hireling profiles are created by adding 5 Advances to every Career Characteristic and Skill per level of the Career hired , and 1 Talent per level . Hirelings with more experienced than this usually cost more . Sample HirelingS HirelingQuick JobDaily CostWeekly CostNotes Local Scout5d 15d 10/–Works independently without Leadership Tests Seasoned Mercenary 3/– 9/–3GC 12/–Demands a share of loot in lieu of danger pay Lawyer 3/– 9/–3GC 12/–Drafting a simple legal document costs 2–4 shillings Porter 1/– 3/–1GC 4/–Carries 10 Encumbrance points Scribe 2/– 6/–2GC 8/–Also translates 1-2 other common languages Doktor 5/– 15/– 5GCA single visit costs 4–6 shillings for medical attention HencHmen Henchmen are Hirelings , companions , friends , pets , or other NPCs that are effectively permanent members of your party . Unlike other NPCs , Henchmen should have full character sheets , just like a PC , and are typically attached to one player , either as an employee , friend , owner , or similar . The Henchmen earns half the XP of that player , rounding down , which the player may spend on the Henchman ’ s behalf . Henchmen not only make memorable allies , but should your character die , they can also make marvellous PC replacements instead of creating a new character . XI 309the consumers ’ GuId e Warhammer Fantasy ro leplay BestIa ry• • XII ‘ ad versity with the monster makes the man . pr osperity with the man makes the monster. ’ – al brecht Zweistein , mi ddenlander pr ofessor The creatures presented in the Bestiary are generic , typical starter examples of their ilk . You are encouraged to customise them and create your own , using the statistics found here and adding Skills and Talents as you feel are necessary , perhaps even using the full Career system to create terrifying opponents . The quickest way to create fast NPC adversaries is to use Creature Traits ; all creatures come with one or more Creature Traits as standard , but additional ones can be added as required , and they can be mixed with Skills and Talents as you see fit . The Optional traits listed alongside each creature presents some of the most commonly found variants of the species . However , you may choose to apply any trait to any creature if it fits what you want to represent in your game . For Creature Trait rules , refer to page 338. cREATURE hIT LO cA TIONS At some point you may need to determine a Hit Location for a non-Human-shaped creature . Normally , this is simple . For quadrupeds , simply make arm hits foreleg hits , and leg hits rear-leg hits . Or for birds , make arm hits equate to wing hits . However , some require special attention , such as Snakes and Spiders . For those , use Alternative Hit Locations . For any creature 2 steps larger than you ( see Size on page 341 ) , choose a location to hit according to what ’ s closest to you ( or in Line-of-Sight for shooting ) . If an animal has a Hit Location without a Critical Table , such as a tentacle , tail , or wing , roll on the Arm table and describe the results in an appropriate way.alternat Ive hIt loc at I ons SnAkeS SpiderS 01–19 h ead 01–09 h ead 20–00 Body 10–79 l egs 80–00 Body Gener Ic creature traIts Generic c reature traits add extra variety to your npc s. t he following traits are appended to the o ptional list of all creatures . af raid , an imosity , ar mour , Big , Brute , cl ever , cu nning , el ite , Fast , ha rdy , ha tred , le ader , pr ejudice , to ugh , Weapon Note : m ost creatures have a suggested Weapon included , and maybe a rmour too , but that doesn ’ t preclude them from being changed as you see fit . BestIary Format • Name : t he creature ’ s name • t he creature ’ s description . • Attributes : t he creature ’ s 12 attributes . • Traits : t he c reature traits t he creature almost always has . • Optional : c ommon c reature traits t he creature may have when creating your own . 310 ThE PEOPLES OF ThE REIkLAND Chapter 2 : Character presents the primary peoples of the Reikland . This section explains how to create fast NPC equivalents , and also introduces Ogres . For important characters in your campaign , you may want to use the full character creation rules . However , sometimes you just want a fast NPC . To quickly create an NPC , use one of the following standard profiles and apply Creature Traits as required , with those listed in Generic Creature Traits being the best initial choices . hUmans M WS b S S T I Ag Dex Int WP Fel W 4 30 30 30 30 30 30 30 30 30 30 12 Traits : Prejudice ( choose one ) , Weapon+7Optional : Disease , Ranged+8 ( 50 ) , Spellcaster dwaRfs M WS b S S T I Ag Dex Int WP Fel W 3 40 30 30 40 30 20 30 30 50 20 16 Traits : Animosity ( choose one ) , Hatred ( Greenskins ) , Night Vision , Prejudice ( choose one ) , Weapon+7Optional : Fury , Ranged+8 ( 50 ) halflings M WS b S S T I Ag Dex Int WP Fel W 3 20 30 20 30 30 30 40 30 40 40 10 Traits : Night Vision , Size ( Small ) , Weapon+5Optional : Ranged+7 ( 25 ) , Stealthy elves ( high and wood ) M WS b S S T I Ag Dex Int WP Fel W 5 40 40 30 30 50 40 40 40 40 30 13 Traits : Animosity ( choose one ) , Prejudice ( choose two ) , Night Vision , Weapon+7Optional : Arboreal , Magical , Magical Resistance , Ranged+9 ( 150 ) , Stealthy , Spellcaster ( any one ) , Tracker XII Be st Ia ry 311 Warhammer Fantasy ro leplay ogRes Big , loud , brutish , and extremely violent , Ogres are driven by the need to fill their prodigious , muscled bellies . They lack the wit or intelligence to do this cleverly , defaulting to might is right in most situations . Hailing from lands far to the east , Ogres are a common sight in the Old World for they love to wander , always on the hunt for new meats over the horizon . As they pass through on decades-long food excursions , they work hard to integrate , wearing local clothing and following the local customs they understand , as that ’ s more likely to attract the next meal . In the Empire , they frequently serve in the State Army , and are an everyday sight in larger towns , contracted as muscle for hire . The Halfling Gaffers Guild ( building contractors ) has effectively cornered the market in cheap Ogre labour in many towns and cities of the Empire , a source of great annoyance to their rivals . M WS b S S T I Ag Dex Int WP Fel W 6 30 20 45 45 10 25 20 20 30 20 28 Traits : Armour 1 , Hungry , Prejudice ( Thin People ) , Night Vision , Size ( Large ) , Weapon+8Optional : Belligerent , Infected , Tracker XII ‘ yes , I summoned them because I needed reinforcements . yes , I know they are eating your prize cattle . a nd , yes , I know o gres have large appetites . ‘ I ‘ ve put a notice on the local watch-house offering a small payment to anyone with the wherewithal to make them go . That should prove more than sufficient. ’ – augus tus von raushv el , Baron of raush vale 312 halFlInG s and oG res none know why , but Halflings and Ogres just get on . Most elders of Halfling clans have one or two Ogre bodyguards , and it ’ s said the e lder of the m oot rarely travels without his old friend Zorarth l egbiter , a hoary o gre who ’ s lived in the e mpire for almost a century . In return , many Ogre mercenary bands employ Halfling cooks . However , this relationship doesn ’ t always hold , such as when Golgfag Maneater , mercenary captain of the imaginatively named Golgfag ’ s Maneaters , famously employing a small clan of Halflings to feed him and his regiment after a great victory . Which was fine until Golgfag realised the cooks tasted far better than the food they ’ d prepared… pol dankels — h Uman wiTCh Pol thought he would follow in his parent ’ s footsteps , running the Blessed Bertram Bakery in Tahme , but the gods had another plan . It was on his twenty-third birthday , the day his wife found out he ’ d been sleeping with her sister and tried to take their three children , that something snapped . Onlookers claimed his eyes glowed yellow and orange flames erupted from his hands . As far as Pol was concerned , the world turned red as the bakery burned down . That was seven months ago . Pol has been on the road with his three children ever since , desperately fleeing Witch Hunters and the agents of his wife . He will not be caught . His children need him . M WS b S S T I Ag Dex Int WP Fel W 4 24 26 27 46 49 26 34 65 47 44 15 Traits : Cunning , Clever , Prejudice ( Sigmarites ) , Spellcaster ( Witch ) , Tough , Weapon+5BlaCk Bella — h Uman BRigand Bethilda ’ s husband was slaughtered by Beastmen raiding the village of Reikherz . Four months later , she was evicted for failing to pay rent . Desperate , Bethilda approached her cousin , Alwin , a wanted outlaw . After a little persuasion , Bethilda joined his band of brigands harassing the Karstadt–Siedlung road and was surprised by just how exhilarating she found highway robbery . Now she rides as Black Bella and has built a reputation for brutal ruthlessness that now concerns her cousin deeply . M WS b S S T I Ag Dex Int WP Fel W 4 32 35 41 45 30 25 29 27 34 33 19 Traits : Animosity ( the Rich , Beastmen ) , Arboreal , Armour ( Light 2 ) , Prejudice ( Bailiffs , Lawyers ) , Ranged+8 ( 50 ) , Brute , Hardy , Weapon+8 XII Be st Ia ry examples Below are two examples of Human NPCs created using just Creature Traits and standard random Characteristics . 313 Warhammer Fantasy ro leplay ThE bEASTS OF ThE REIkLAND Presented here are a smattering of the common wild and domesticated animals found in the Reikland . BoaRs Scavenging in the forest , Boars are reclusive creatures , but when cornered will fight using their sharp tusks with a tenacity that shocks the unprepared . Though most are 5–6 feet long , some grow to remarkable proportions , with the largest prized by Orcs , who use them as ferocious war mounts . M WS b S S T I Ag Dex Int WP Fel W 7 35 - 33 35 33 35 - 10 10 - 10 Traits : Armour 1 , Bestial , Horns ( Tusks ) , Night Vision , Skittish , Stride , Weapon+6Optional : Belligerent , Frenzy , Infected , Infestation , Size ( Large ) , Territorial , Trained ( Broken , Magic , Mount , War ) BeaRs Wanderers of the Reikland ’ s wild places , Bears are solitary and usually shy , only turning aggressive when interlopers threaten their young or when wounded . When food is scarce , they will approach unprotected settlements and travellers , especially those careless with provisions . M WS b S S T I Ag Dex Int WP Fel W 4 35 - 55 45 20 25 15 10 15 - 28 Traits : Armour 1 , Bestial , Bite+9 , Night Vision , Size ( Large ) , Skittish , Stride , Weapon+8Optional : Hungry , Infected , Infestation , Size ( Enormous ) , Territorial , Trained ( Broken , Entertain , War ) XII 314 random creatures and custom pc spec Ies The Bestiary presents Characteristics as a round number , such as 20 , 25 , or 30 . Obviously , in practice , the numbers vary significantly from individual to individual . If you wish to randomly create c haracteristics , subtract –10 , then add 2d10 . s o , a c haracteristic of 30 translates to 2d10+20 . If a c haracteristic starts at 5 , roll just 1d10 to randomise it . t his can even be used to create pc s out of traditionally npc species by using random c haracteristics and adding an appropriate career , creating , say , an o gre soldier , s kaven engineer , or vam pire noble . o bviously , this will take a little bending of the rules to work , but if you are interested in playing characters like this , it ’ s not difficult to do . dogs Dogs are bred for myriad purposes throughout the Old World . While the pampered pooches of the courtiers of Altdorf pose only a threat to an adventurer ’ s dignity , larger breeds , including those bred for war and dogfighting can be a formidable threat . M WS b S S T I Ag Dex Int WP Fel W 4 25 - 20 20 35 30 - 15 10 15 5 Traits : Bestial , Night Vision , Skittish , Size ( Small ) , Stride , Weapon+5Optional : Armour 1 , Frenzy , Infected , Size ( Little to Average ) , Territorial , Tracker , Trained ( Broken , Entertain , Fetch , Guard , Magic , War ) gianT RaTs Rats get everywhere and are especially prevalent in the cities and towns . The more densely people are packed in , the more densely Rats are packed in with them , which is especially bad when the creatures carry disease . Though typically small , they can grow to monstrous proportions , with reports of rats beneath Altdorf the size of a Human and larger . Rat catchers are employed to keep them in check . M WS b S S T I Ag Dex Int WP Fel W 4 25 - 30 25 25 35 - 15 15 - 5 Traits : Bestial , Infected , Night Vision , Size ( Small ) , Skittish , Stride , Weapon+4Optional : Armour 1 , Disease ( Ratte Fever or Black Plague ) , Size ( Little to Average ) , Swarm , Trained ( War ) gianT spideRs Giant Spiders lurk deep within the forests and caves of the Empire , but can live anywhere , including dusty attics and dark cellars . Most trap their prey with strong webs before injecting venom . Though most are the size of a large Rat , some Giant Spider species are terrifyingly large . Forest Goblins often capture larger examples for mounts . M WS b S S T I Ag Dex Int WP Fel W 5 35 25 15 25 10 35 30 5 25 - 2 Traits : Bestial , Night Vision , Size ( Little ) , Wallcrawler , Web 40 , Weapon+3Optional : Armour 1 , Arboreal , Bite , Size ( Little to Enormous ) , Swarm , Venom ( Average ) , Trained ( Broken , Guard , Magic , Mount , War ) XII Be st Ia ry 315 Warhammer Fantasy ro leplay hoRses Horses are bred for many jobs , including speedy mounts for messengers , sturdy destriers for knights , and mighty drays for farmers . They are so useful , horse trading is almost a competitive sport in the Reikland . Unscrupulous ‘ Horse Copers ’ ( horse salesmen ) are keen to make money at the expense of the ignorant buyer , painting and filing teeth of elderly horses or stuffing rags up noses to soak mucous , so the unknowledgeable buyer should beware . M WS b S S T I Ag Dex Int WP Fel W 7 25 - 45 35 15 30 - 10 10 10 22 Traits : Bestial , Size ( Large ) , Skittish , Stride , Weapon+7Optional : Armour , Trained ( Broken , Drive , Entertain , Magic , Mount , War ) pigeons Pigeons are bred across the Reikland to carry messages of all kinds . Recently , they have become renowned for carrying a deadlier cargo , as the easily accessible bird has become a favourite amongst engineers , used to deploy their ‘ pigeon bombs ’ to varying degrees of success . M WS b S S T I Ag Dex Int WP Fel W 2 15 - 5 15 25 40 - 10 20 10 1 Traits : Bestial , Fly 100 , Size ( Tiny ) , Skittish , Weapon+0Optional : Size ( Small ) , Trained ( Broken , Home ) snakes Snakes are found throughout the Empire , especially deep within the forests . Most are harmless , but some possess deadly venom or constrict their victims until they die of suffocation . Like many creatures of the Old World , they can grow to gigantic proportions , such as the enormous Fen Worm , posing a real danger to even the strongest mercenary . M WS b S S T I Ag Dex Int WP Fel W 3 40 - 30 25 25 40 - 5 45 - 6 Traits : Armour 1 , Bestial , Cold-blooded , Fast , Size ( Small ) , Weapon+5Optional : Constrictor , Size ( Tiny to Enormous ) , Swamp-strider , Swarm , Venom ( Very Easy–Very Hard ) XII 316 wolves Wolves usually hunt in packs and have a reputation for being tenacious hunters , pursuing their prey over dozens of miles without rest or respite . Several species prowl the Reikland , including the fierce Giant Wolves , which are captured and bred by Goblins to use as guards and mounts . M WS b S S T I Ag Dex Int WP Fel W 4 35 - 35 30 35 30 - 15 15 - 10 Traits : Armour 1 , Bestial , Night Vision , Skittish , Stride , Tracker , Weapon+6Optional : Frenzy , Infected , Size ( Large ) , Territorial , Trained ( Broken , Drive , Fetch , Guard , Magic , Mount , War ) ThE MONSTROUS bEASTS OF ThE REIkLAND Throughout the Reikland , all manner of large and dangerous monsters hunt , preying on the unwise and the unwary , dragging them back to their bone-lined lairs to be consumed at leisure . Basilisks These eight-legged reptilian creatures are solitary and elusive . Claimed to be one of the most ancient creatures of Chaos , they are said to be filled with such spite and venom the very ground they walk on is poisoned . Their bite , too , is poisonous , but it ’ s their petrifying gaze most fear . Rarely encountered these days , basilisks are a most dangerous foe . Their glands and organs are highly prized by wizards and alchemists , so opportunist hunters often chase rumours of Basilisks in the wild-places of the Vorbergland , though few return . M WS b S S T I Ag Dex Int WP Fel W 4 45 35 55 55 25 15 - 15 15 - 64 Traits : Armour 2 , Bestial , Bite+9 , Cold-blooded , Immunity ( Poison ) , Infected , Night Vision , Petrifying Gaze , Size ( Enormous ) , Stride , Tail+8 , Venom , Weapon+9Optional : Mutant , Territorial XII Be st Ia ry 317 Warhammer Fantasy ro leplay Bog oCTopUses Bog octopuses skulk in shallow waters , usually in marsh and swampland . They await prey in perfect stillness , able to sense the vibrations of approaching creatures , then erupt from the muddy water , seeking to grapple and drown using their strong tentacles . Usually mottled green and brown , Bog Octopuses are perfectly camouflaged for boggy environments , their huge , limpid eyes often the only clue betraying their presence . Most have tentacles of twenty feet or so and a body some six-feet long , but stories claim they grow many times that size , especially if they have a regular supply of meat . M WS b S S T I Ag Dex Int WP Fel W 3 35 - 80 75 15 55 - 5 65 0 56 T raits : Amphibious , Bestial , Constrictor , Size ( Large ) , Stealthy , Swamp-strider , 8×Tentacles+9 Optional : Size ( Enormous–Monstrous ) , Territorial Cave sQUigs Squigs are large , generally round , fungoid creatures that live deep below ground in the dankest , darkest caves . They possess a gaping maw and large , sharp teeth , and are prized by Goblins for their flesh and their hides , and to act as guards and pets . M WS b S S T I Ag Dex Int WP Fel W 4 45 - 50 30 10 40 - 5 15 - 12 Traits : Bestial , Bounce , Infected , Night Vision , Weapon+9Optional : Aquatic , Breath ( Acid or Gas ) , Dark Vision , Frenzy , Fury , Horns , Size ( Tiny-Enormous ) demigRyphs With head of eagle and body of lion , demigryphs are powerful creatures with a noble bearing . They roam the forests and grasslands of the Empire , usually far from human habitation , hunting as individuals . Captive demigryphs are deployed by the Empire ’ s doughtiest knightly orders as war mounts . Unlike larger monstrous mounts , which are generally taken when young or bred in captivity , the capture of a full grown demigryph is a rite of passage among some orders . M WS b S S T I Ag Dex Int WP Fel W 7 35 - 55 40 30 45 - 15 25 - 30 Traits : Armour 1 , Bestial , Bite+9 , Night Vision , Size ( Large ) , Stride , Weapon+9Optional : Trained ( Broken , Drive , Guard , Mount , War ) ) XII 318 dRagons Dragons ruled the skies long before the elder species walked the Known World . While the Dragons of today are mere shadows of their ancient brethren , they remain some of the most powerful creatures known to the Empire . The few surviving elder dragons are terrifyingly immense and rarely rouse from their slumbers . Should a Dragon take umbrage with a small party of adventurers , it ’ s time to run . M WS b S S T I Ag Dex Int WP Fel W 6 65 60 65 65 60 25 15 45 85 25 104 Traits : Armour 5 , Bite+10 , Breath+15 ( various ) , Flight 80 , Night Vision , Size ( Enormous ) , Tail+9 , Weapon+10Optional : Arboreal , Immunity ( choose one ) , Infestation , Magical , Mental Corruption , Mutation , Size ( Monstrous ) , Spellcaster ( various ) , Swamp-strider , Trained ( Mount ) , Undead , Venom fenBeas Ts Raised by spellcasters from the filth of marshes and bogs , Fenbeasts are seemingly mindless automatons held together by magic . Vaguely humanoid , they are comprised of mud , bones , branches , and slime , and require significant quantities of magic to retain their integrity . Occasionally , they are raised by wizards skilled in Jade magic to act as a bodyguard or to fulfil a specific task requiring brute strength or mindless killing . Sometimes they rise independently , spawned in stagnant festering pools where the flow of magic has been corrupted . The Jade College in Altdorf is said to maintain a score of the creatures as drudges , fetching and carrying for senior Magisters , maintained by the ceaseless channelling of dozens of apprentices . M WS b S S T I Ag Dex Int WP Fel W 5 35 - 50 55 10 15 10 - - - 40 Traits : Construct , Dark Vision , Die Hard , Infected , Regenerate , Size ( Large ) , Stupidity , Swamp-strider , Unstable , Weapon+8Optional : Frenzy , Hungry , Infestation , Territorial XII Be st Ia ry 319 Warhammer Fantasy ro leplay XII fimiR Fimir are secretive , one-eyed , reptilian creatures that stalk the darkest recesses of the dank swamps and boglands of western Reikland . They shun sunlight , usually only appearing at dawn or dusk , or under the cover of mist and fog to spirit away victims for mysterious , loathsome purposes . Human witches reckless or desperate enough to meddle in the affairs of Daemons have been known to seek out the Fimir to learn their malign mysteries , for it is said they summon and control such entities . Whether the greater risk lies in trafficking with the Ruinous Powers , or treating with the Fimir , is anyone ’ s guess . The Fimir have a matriarchal society . The leader of each clan is a powerful witch called a Meargh , and she ’ s aided by a cadre of lesser spellcasters called Dirach . The majority of the clan members are lowly Shearls , who are protected by a warrior caste , the Fimm , who have bony spikes and knobs on their tails , used to break the bones of unwary opponents . M WS b S S T I Ag Dex Int WP Fel W 6 35 20 45 40 30 20 20 30 30 15 30 Traits : Armour 2 , Cold-blooded , Night Vision , Size ( Large ) , Swamp-strider , Weapon+8Optional : Tail+7 , Spellcaster ( Daemonology ) gianTs Giants are solitary creatures who usually shun civilisation . Most stalk remote and high places surrounding the Empire , holing-up in caves and forgotten ruins far from smaller folk , though they sometimes migrate to the foothills in search of food . They have a reputation for belligerence and ferocity , due in equal parts to their intimidating size , their cattle eating , and their association with marauding Greenskin armies that enslave them . In truth , many giants are gentle souls , prone to raging tantrums and fiercely protective of their privacy , but not necessarily hostile to others . Because they are so long-lived , rumours suggest they hoard ancient lore , though most seem less than lucid , and certainly more interested in alcohol than debates about history . M WS b S S T I Ag Dex Int WP Fel W 6 30 30 65 55 30 20 15 25 25 20 92 T raits : Armour 1 , Night Vision , Size ( Enormous ) , Stride , Tough , Weapon+10 Optional : Bestial , Breath ( Drunken Vomit ) , Hungry , Infected , Infestation , Size ( Monstrous ) , Stupid ‘ We spent our honeymoon at the family ’ s summer house by the sea . o ne morning , when taking the air along the bluffs , the mist closed in . It was suddenly calm and strangely quiet . Then , out of nowhere… Bog Daemons ! Huge , one-eyed , barrel-chested brutes . I was sent crashing to the ground with a swipe of a tail . a nother bundled Greta up and threw her over its shoulder . t hen they just vanished into the mist , as swiftly and as silently as they had appeared . I swear that is ver ena ’ s own truth. ’ – oleg Grauhof , reiklander m erchant , shortly before being hanged for the murder of his wife 320 XII Be st Ia ry gRiffons With the forequarters and wings of an eagle and the hindquarters of a great cat , Griffons are elegant beasts with a naturally proud and regal bearing . They nest high in the mountains that surround the Empire and are swift , efficient killers , not prone to the indiscriminate destruction of creatures like Manticores or Hippogryphs . Perhaps because of this seeming nobility , the image of the Griffon is extraordinarily popular in the Empire , used on heraldry , religious iconography , and as a symbol of the Empire itself . Griffons are also one of the most intelligent of beasts . If captured relatively young and subject to correct training , they can be incredibly loyal , able to anticipate and obey a wide variety of commands . They are so highly sought after that hunters regularly die trying to secure Griffon eggs to sell . Perhaps the most renowned Griffon in Reikland is Deathclaw . Housed in the Imperial Zoo in Altdorf , Deathclaw is personally owned by the Crown Prince of Reikland and was reputedly hatched by Emperor Karl-Franz himself — a story that led to all manner of lewd cartoons being printed in seditious pamphlets . M WS b S S T I Ag Dex Int WP Fel W 6 50 - 50 50 45 60 - 20 40 - 76 Traits : Armour 1 , Bestial , Bite+9 , Flight 80 , Night Vision , Size ( Enormous ) , Weapon+9Optional : Trained ( Broken , Guard , Magic , Mount , War ) hippog Ryphs Extraordinarily ferocious and territorial , Hippogryphs normally have the head , wings , and front quarters of an eagle and the hind quarters of a horse . Hailing most commonly from the Grey Mountains , they attack without provocation , almost reckless in their fury , tearing flesh into ribbons to be devoured later . Such is their rage , entire fields of livestock will be wiped out by a single Hippogryph , which will then make off with its choice of meat , leaving the rest to carrion birds . Having little in the way of intelligence , when Hippogryphs hunt , they tend to kill everything in sight , assuming anything unseen is gone forever , meaning that actual casualties to Hippogryphs are relatively low , given all it takes to avoid them is finding a good hiding place . M WS b S S T I Ag Dex Int WP Fel W 7 45 - 55 50 20 55 - 5 35 - 72 Traits : Animosity ( Everything ) , Belligerent , Bestial , Bite+9 , Flight 120 , Night Vision , Size ( Large ) , Stride , Territorial , Weapon+9Optional : Broken , Frenzy , Fury , Hatred ( Everything ) , Trained ( Broken , Mount ) 321 Warhammer Fantasy ro leplay hydRa The many-headed , lizard-like Hydra has a hulking body supporting a maze of necks and heads that breathe smoky fire and bite ferociously . A surprisingly tenacious and stealthy creature , Hydras will stalk prey for miles ; however , they all too often lose patience and charge , heads roaring . M WS b S S T I Ag Dex Int WP Fel W 6 45 - 50 55 15 35 - 15 25 - 68 Traits : Armour 3 , Bestial , Breath+10 ( Fire ) , Constrictor , Night Vision , Regeneration , Size ( Enormous ) , Stealthy , Stride , Tracker , Weapon+9Optional : Belligerent , Territorial , Venom JaBBeR slyThes The Jabberslythe is an ancient creature of Chaos that lurks beneath the shadowy eaves of the deepest , darkest forests . A maddening creature , the Jabberslythe is a disguisting mixture of Toad , Sludge-drake , and Insect , all filled with corrosive , black blood that spurts free at the slightest wound . Worse , any viewing this horror seem to lose their minds , gibbering and rhyming , clawing at their eyes , and shrieking with manic laughter , which leaves easy prey for the Jabberslythe . Further , it has a sticky tongue that can lash out and pull its next meal into its gaping maw . As befits its appearance , the creature moves in a lolloping and awkward manner , and even possesses wings , though they ’ re too small to properly lift its bloated torso . M WS b S S T I Ag Dex Int WP Fel W 7 45 40 55 50 20 35 - 10 20 - 68 T raits : Armour 3 , Bestial , Bite +9 , Bounce , Corrosive Blood , Distracting , Infected , Night Vision , Size ( Enormous ) , Tail +8 , Tongue Attack +5 ( 12 ) , Venom , Weapon +9Optional : Mutant , Territorial XII 322 manTiCoR es Fortunately rare , Manticores are unrelentingly ferocious , driven to clear their territory of predatory rivals with extraordinary brutality . This means you normally know when you ’ re moving into the territory of a Manticore — corpses of other monsters litter the high grounds . The creature has the head and body of a twisted great cat ( though sometimes its face appears almost too Human ) , the wings of a Bat , and a wicked , thrashing , barbed tail . M WS b S S T I Ag Dex Int WP Fel W 6 55 - 55 55 50 65 - 10 35 - 72 Traits : Armour 2 , Bestial , Bite+9 , Flight 80 , Size ( Enormous ) , Tail+8 , Territorial , Venom , Weapon+9Optional : Hatred ( Predators ) , Mutant , Trained ( Broken , Magic , Mount ) pegasi Pegasi are handsome white horses with great swan-like wings . They are dogged and inexhaustible flyers that fly in great herds in the high mountains , seemingly taking great delight as they swoop and swirl on the spiralling thermal currents . They are obvious candidates for steeds and many a warrior or scout has tried to catch a Pegasus of their own . They are very intelligent , and some believe they only allow themselves to be captured if they wish to be , which has led to all manner of fancifully romantic legends insisting only those worthy , or virtuous enough may be chosen . M WS b S S T I Ag Dex Int WP Fel W 8 35 - 45 40 30 45 - 20 25 - 28 Traits : Flight 100 , Size ( Large ) , Stride , Weapon+7Optional : Trained ( Broken , Drive , Magic , Mount , War ) ‘ When I was travellin ’ with the e lves to u lthuan , I seen a great many things as would astound most folks back ‘ ome . o ne time I saw a m anticore , only in the centre of its lion-head it had the face of a great Elf ! I suppose it was less a Manticore , than an Elf-ticore. ’ – adhemar F itztancred , Grey Guardian , racont eur and l iar ‘ Ayup , the fields are lush round these parts , as it ‘ appens . It ’ s the Pegasi , see . no need to buy manure for fertiliser , it falls from the ‘ eavens , like a gift from the gods . Mind , you don ’ t wan na be standin ’ underneath the ‘ erds when they fly over . Messy . ver y messy. ’ – Berthold Bruner , Farmer and peg asus-watcher XII Be st Ia ry 323 Warhammer Fantasy ro leplay TRolls Trolls are filthy , foul creatures that infest all corners of the Old World . Quick to adapt to their surroundings they come in a variety of types , but all are huge and imposing . They are dim and led by their instinct for food , but they like to hoard and their lairs can be a trove of useful and valuable treasures… and the grisly remains of their meals . Although there are many species of Troll , they all share some common features : they are usually extremely stupid , which means any quick-witted foe can get an edge over them ; they can regenerate , which makes them extremely difficult to kill ; and they are able to regurgitate their last meal at will , vomiting acrid bile over a shockingly impressive distance — although they are loathe to do this as it leaves them extremely hungry . M WS b S S T I Ag Dex Int WP Fel W 6 30 15 55 45 10 15 15 10 20 5 38 Traits : Armour 2 , Bite+8 , Die Hard , Infected , Regenerate , Size ( Large ) , Stupid , Tough , Vomit , Weapon+9Optional : Aquatic , Bestial , Frenzy , Hungry , Infestation , Magic Resistance , Mutation , Night Vision , Painless , Stealth , Swamp-strider ‘ I assure you , sir , we have done extensive surveys on this subject , and have lost some of our bravest taxonomists in this endeavour . t here are precisely twenty-three varieties of Troll living in the Empire at this moment — including seventeen sub-varieties and two unverified sightings that are yet to be classified . This level of detail is exactly what the Imperial Society was set up to do ; we know our figures are accurate. ’ – Ignatius of nuln , m an of l etters GoInG For a t roll there are a number of species of tr olls so you should feel free to customise them at will . s ome of the tr olls most likely to trouble parties in the reikland include : c haos Trolls : t hese bear one or more m utations . t hese ‘ gifts ’ from the d ark Gods of c haos make them especially dangerous and unpredictable . t hese unfortunate creatures are often pressed into the service of marauding chaos warbands , or Beastman Warherds — the more severely mutated the tr oll , the greater the perceived favour of the ruinous po wers , and the greater the value of the monster to its herd . River Trolls : s kulking in the stagnant , foetid marshes of the reik , r iver tr olls are an unfortunately common sight . t hey are opportunistic hunters , using their weed-like hides as they float like clumps of weed or flotsam , or lie in wait in muddy banks waiting for small boats or unwary travellers . Stone Trolls : Rarely seen outside of the mountain ranges of the Empire , Stone Trolls have exceedingly tough hides that have ossified into rough , stone-like armoured plates , which both protect the troll from damage and help them blend into their surroundings . t hey make their lairs in caves and are one of the most common hazards encountered by those crossing the Grey m ountains . XII 324 wyveRns Although the uneducated often mistake them for Dragons , beyond their superficial similarities , foul-smelling Wyverns are nothing like those dignified creatures . Cowardly scavengers with weak eyesight , they tend to sate their rapacious appetites by picking off defenceless creatures — mostly sheep and goats — avoiding outright combat when possible . Unlike other monsters of the Mountains , Wyverns are not especially territorial , and tend to move on when their hunting grounds are invaded . M WS b S S T I Ag Dex Int WP Fel W 4 55 - 60 55 15 45 - 10 50 - 84 Traits : Armour 2 , Bestial , Flight 90 , Size ( Enormous ) , Venom , Weapon +10Optional : Breath ( Venom ) , Horns , Mount , Tail+9 , Trained ( Broken , Guard , Magic , Mount , War ) ThE GREENS kIN hORDES Orcs and Goblins are the scourge of civilisation . They raid ceaselessly from their crude fortifications , most commonly warring amongst themselves , culling the weak and revering the strong . Inevitably , a Greenskin warlord will eventually arise from these internecine skirmishes and bind the neighbouring tribes under one banner . Then the drums of war sound , and the green tide swells once more , ready to wash over every village and town in its path , leaving nothing but blood and ruin in its wake . oRCs Orcs are nasty , brutal , belligerent , and almost immune to pain . They have muscular , hulking bodies , wide , powerful shoulders , and won ’ t let a little thing like a lost arm get in the way of a good scrap . They are built for fighting and like nothing more than doing so . When they have no enemies to fight , they take on rival groups of Greenskins . If there is no rival group , they will fight among themselves . Though not as numerous as Goblins , they are bigger and tougher , and they let them know it at every opportunity . Orcs can grow to prodigious size , with larger Orcs stronger , tougher , and more aggressive , and therefore accorded more prestige : for might equals right in their warlike society . Some Orcs ride huge boars into battle , a sight that rarely fails to terrify . M WS b S S T I Ag Dex Int WP Fel W 4 35 30 35 45 20 25 20 25 35 20 14 Traits : Armour 3 , Belligerent , Die Hard , Infected , Night Vision , Weapon+8Optional : Painless , Ranged+8 ( 50 ) , Size ( Large ) ‘ We iz the best . We iz not dem weedie Gobbos or stoopid Trollz , we iz well ‘ ard ! An ’ if anywun sayz we ain ’ t , we iz gunna stomp on der edz. ’ – Gurkk skulltaka , orc Boss XII Be st Ia ry 325 Warhammer Fantasy ro leplay goBlins Scrawny , spiteful , nimble , and intelligent , a Goblin ’ s instinct for self- preservation should never be underestimated . Though cowardly , Goblins readily band together if this secures an overwhelming advantage in numbers . Goblins frequently join with Orc armies — not always by choice — opportunistically helping themselves to the spoils of war while others do most of the actual fighting . M WS b S S T I Ag Dex Int WP Fel W 4 25 35 30 30 20 35 30 30 20 20 11 Traits : Animosity , Armour 1 , Afraid ( Elves ) , Infected , Night Vision , Weapon+7Optional : Arboreal , Hatred ( Dwarfs ) , Night Vision , Ranged+7 ( 25 ) , Venom snoTlings Pea-brained creatures akin to enthusiastic , uncontrolled puppies , Snotlings are scavengers and natural mimics , picking up bones and shiny things wherever they go , or copying the actions of anything they see . If pushed into conflict by Goblins or Orcs , they fight in stinking swarms , trying to overwhelm their foes through sheer weight of numbers . To do this they find all sorts of disgusting and noxious substances , like poisonous fungus and bodily waste , to hurl at their enemies . M WS b S S T I Ag Dex Int WP Fel W 4 25 15 25 20 20 30 - 15 30 - 6 T raits : Bestial , Infected , Night Vision , Size ( Small ) , Weapon+4 Optional : Broken , Swarm , Trained ( Broken , Fetch , Guard ) , Venom XII 326 ‘ Goblins , sir , thousands of ’ em ! ’ – lieutenant Bromkopf , reikland ’ s 24t h regiment F oot ThE RESTLESS DEAD Neither living , nor truly dead , the Undead are the animate corpses of once living beings , granted an unholy parody of life through the fell arcane discipline of Necromancy . The shambling hordes of the restless dead come in many forms , from the reanimated corpses of Zombies and Skeletons , to the shrieking , spectral Ghosts and Banshees , to the brooding , manifest evil of the Vampire Lords . skeleTons Skeletons are the fleshless bones of those long dead , reanimated by dark magic to walk the earth as mockeries of the living . Those who died and were not laid to rest according to the rituals of Morr , the God of Death , may be resurrected in this form by a sufficiently powerful necromancer . Utterly mindless , Skeletons will fight until their bones are smashed to pieces . They have no courage for they have no fear . They can not be killed because they are not alive . M WS b S S T I Ag Dex Int WP Fel W 4 25 25 30 30 20 20 25 - - - 12 Traits : Armour 2 , Construct , Dark Vision , Fear 2 , Painless , Undead , Unstable , Weapon+7Optional : Corruption ( Minor ) , Infected , Territorial IT ’ S AlIvE ! AlIvE ! necr omancers can raise and command the undead , but they are , themselves , living mortals ( albeit creepily morbid ones obsessed with conquering mortality ) . u se the h uman attributes on page 311 and add spellcaster ( necr omancy ) to create a necr omancer.optIons : dem Bones To reflect the bony nature of Skeletons , you may want to impose a penalty of –1 damage to Wounds inflicted by weapons without the p ummel trait . XII Be st Ia ry 327 ‘ I raised the heavy lid expecting to find the glorious golden death mask of Khetanken . But we had been misinformed . A bony hand flew out and grabbed my neck . st artled , I dropped the lid , and the hand and lower arm were severed , trapping the undead creature within the sarcophagus . ‘ But it held on tightly , squeezing my neck so I could hardly breathe ! I thought I was going to die . But Sister Celestine threw some of her sacred water over the thing , and it became lifeless once more . ‘ I use it as a back scratcher now. ’ – hubert Karter , tomb r obber Warhammer Fantasy ro leplay zomBies Like Skeletons , Zombies are Undead creatures reanimated and bound together with foul magics . Unlike Skeletons , they are so recently dead that much of their corporeal body still exists , rotting and diseased flesh sagging over their maggoty , swollen organs . As they fight , their flesh and organs slough from their bones , releasing a nauseating , noxious stench , powerful enough to turn the stomachs of all but the most hardened of soldiers . M WS b S S T I Ag Dex Int WP Fel W 4 15 - 30 30 5 10 15 - - - 12 Traits : Construct , Dark Vision , Fear 2 , Painless , Undead , Unstable , Weapon+7Optional : Armoured , Corruption ( Minor ) , Diseased , Distracting , Infected , Infestation , Territorial diRe wolves When the earth gives up the dead , it is not just humans who rise ; macabre parodies of Giant Wolves , with glowing eyes , and tatters of flesh falling from their rotting , festering carcasses , Dire Wolves prowl the night on behalf of their necromantic masters . In the Reikland , they are said to roam the haunted forests of the Hägercrybs when Morrslieb is full , running wild in search of prey to sate their insatiable hunger , cursed with an appetite for flesh and a heightened instinct for the smell of blood . M WS b S S T I Ag Dex Int WP Fel W 9 30 - 35 35 30 30 - - - - 24 T raits : Armour 1 , Construct , Dark Vision , Fear 2 , Size ( Large ) , Stride , Tracker , Undead , Unstable , Weapon+6Optional : Corruption ( Minor ) , Distracting , Infected , Painless , Territorial unQuIet dead any undead creature with the c onstruct trait is magically bound together with sinews of dark magics . t hey are either mindless automatons reanimated by a necromancer , or those who came to unlife in a place where shyish , the magical wind of death , or dhar , vile black magic , gathers and stagnates , twisting death into something new . XII 328 CRypT ghoUls Some of the most pitiable creatures of the Old World , Crypt Ghouls are ugly , stooping creatures with sallow , filthy skin and sharp , yellow teeth capable of tearing flesh from their victims . Ghouls are drawn to the magical energies of Shyish and Dhar , which in practice means they gravitate to graveyards and crypts , and around battlefields . M WS b S S T I Ag Dex Int WP Fel W 4 30 - 35 30 30 35 25 20 20 5 11 Traits : Bite+5 , Infected , Night Vision , Weapon+6Optional : Bestial , Painless , Venom vaRghUlfs Most Vampires balance their Undead need for blood with a veneer of civility and decorum , styling themselves as the aristocracy of the Undead . However , some eschew their human façade , embracing the beast within . These Varghulfs are savage and wild , creatures devoid of all sophistry , abandoned entirely to animalistic self-gratification . They manifest as a big , bloated , bat-like beast , basking in their base urge for blood . M WS b S S T I Ag Dex Int WP Fel W 8 55 - 55 55 30 50 20 10 60 - 42 Traits : Armour 1 , Bestial , Bite+8 , Fear 4 , Dark Vision , Hatred ( Living ) , Hungry , Regeneration , Size ( Large ) , Terror 3 , Undead , Vampiric , Weapon+9Optional : Corruption ( Minor ) , Flight , Frenzy , Fury , Territorial , Tracker CaiRn wRaiThs Cairn Wraiths are especially potent spirits , the spectral remains of aspiring necromancers who sought to prolong their existence through dark magic . In life they were strong-willed ; in death their malevolent will drives them to exact a fearful vengeance on the burning souls of the living . Many such Wraiths haunt the mist-shrouded cairns that dot the landscape of the Empire , such as the fell Hägercrybs . M WS b S S T I Ag Dex Int WP Fel W 6 35 - 35 30 15 30 25 25 50 15 14 Traits : Chill Grasp , Dark Vision , Ethereal , Terror 3 , Undead , Unstable , Weapon+9Optional : Bestial , Champion , Painless , Territorial XII Be st Ia ry 329 Warhammer Fantasy ro leplay TomB Banshees Tomb Banshees are the spectral remains of once powerful witches whose spirits are steeped in the foetid energy of dhar . Their restless afterlife is tormented by loss and bitterness , a yawning void in their souls that drives them to release terrifying , soul-wrenching howls potent enough to drive those hearing it insane , or even to stop their very hearts . M WS b S S T I Ag Dex Int WP Fel W 6 30 - 30 30 20 30 30 25 40 20 13 Traits : Dark Vision , Ethereal , Ghostly Howl , Terror 3 , Undead , Unstable , Weapon+7Optional : Bestial , Flight , Fury , Painless , Territorial vampiR es Vampires see themselves as the rulers of the night . Many can pass as Human , some even functioning for long periods amongst the living . Despite their outwardly Human appearance , no heart beats beneath their pale skin , and in lieu of mortal hungers they possess an abiding thirst for blood . All Vampires of the Old World are ultimately descended from ancient bloodlines that originated millennia ago far to the south . Many are fiercely proud of their heritage and the traits and traditions that set them apart from others . The Vampires of different bloodlines are often bitter rivals , but they are astute enough to come together when necessary to face greater foes . M WS b S S T I Ag Dex Int WP Fel W 6 60 40 50 40 50 70 40 40 60 40 21 T raits : Bite+8 , Night Vision , Undead , Vampiric , Weapon+9 Optional : Bestial , Champion , Corruption ( Minor ) , Dark Vision , Die Hard , Distracting , Fear , Flight , Frenzy , Fury , Hungry , Mental Corruption , Painless , Petrifying Gaze , Regeneration , Spellcasting ( Death or Necromancy ) , Tracker , Wall Crawler XII ghosTs Ghosts are the sprits of tormented souls who died with unfinished business . Much like Skeletons and Zombies , Ghosts may be summoned by Vampires or Necromancers , or may haunt areas suffused with Dhar . In exceptional circumstances , particularly driven spirits may claw their way from the Realm of Morr in pursuit of their own business , though such occurrences quickly draw the attention of the cult of Morr , or the magisters of the Amethyst Order . When summoned through the necromantic arts , Ghosts swarm together , forming great Spirit Hosts that swoop and plunge amongst their foes , spreading fear and disarray in their wake . M WS b S S T I Ag Dex Int WP Fel W 6 30 - 30 30 10 30 20 15 15 - 10 Traits : Dark Vision , Ethereal , Fear 2 , Undead , Unstable , Weapon+6Optional : Bestial , Fury , Hatred , Swarm , Territorial SLAVES TO DAR k NESS Chaos . The very word is enough to send superstitious smallfolk scurrying for the temple of Sigmar , making the sign of the hammer as they flee . But , for all good citizens of the Empire fear Chaos invasion or Beastmen attack , the true danger lies within the Empire ’ s borders ; cultists lurk in basements , corrupt nobles treat with Daemons , and ignorant villagers make offerings of their mutated offspring rather than killing them swiftly , unwittingly swelling the ranks of armies of the damned . bEASTMEN , Th E ch ILDREN OF ch AOS Beastmen are grotesque hybrids of animal and Human . They consider themselves the true children of Chaos , blessed by the Dark Gods before all other species . Their savage herds stalk the forests , gathering numbers and worshipping at profane altars of stone daubed with excrement . goRs Gors , the most common Beastmen , haunt almost every forest of the Old World . Their appearance varies widely , but all combine bestial and Human traits , often with the heads and legs of Goats with the torso and arms of Humans . The only feature all Gor universally possess is a large pair of horns — the larger the better , for they denote status amongst Beastmen — a trait that distinguishes them from Ungor and Turnskins . The largest Gors are known as Bestigors . M WS b S S T I Ag Dex Int WP Fel W 4 45 30 35 45 30 35 25 25 30 25 14 Traits : Arboreal , Armour 1 , Fury , Horns +6 , Night Vision , Weapon+7Optional : Armour 2 , Corruption ( Minor ) , Disease ( Packer ’ s Pox ) , Infected , Infestation , Mutation , Size ( Large ) , Spellcaster ( Beasts ) XII Be st Ia ry 331 Warhammer Fantasy ro leplay UngoR s Ungors have vestigial or very short horns and are thus barely considered ‘ Gor ’ by the rest of the herd . Some even sport Human-like faces , making them effective infiltrators , but also a target for ridicule . Indeed , Ungors are poorly treated by the Gors , and are often stunted or malnourished in comparison to their larger-horned brethren , leaving them bitter creatures eager to take out their jealousy on others . M WS b S S T I Ag Dex Int WP Fel W 4 35 30 30 35 30 35 25 25 35 25 12 Traits : Arboreal , Night Vision , Weapon+6Optional : Armour 1 , Corruption ( Minor ) , Disease ( Packer ’ s Pox ) , Infected , Infestation , Mutation , Ranged+7 ( 25 ) , Size ( Small ) minoTaURs Massive and hulking , bull-like Minotaurs tower above even the greatest Bestigors . Herds with a large contingent of Minotaurs consider themselves especially blessed by the Dark Gods . Beastmen herds congregate around the Minotaurs as their imposing presence gives the lesser beasts courage . M WS b S S T I Ag Dex Int WP Fel W 6 45 25 44 45 20 35 25 20 30 15 32 T raits : Horns+9 , Hungry , Night Vision , Size ( Large ) , Weapon+9 Optional : Arboreal , Belligerent , Corruption ( Minor ) , Disease ( Packer ’ s Pox ) , Fury , Infected , Infestation , Mutation XII 332 BRay-shaman Bray-Shaman are born with the instinctive ability to wield the powers of Chaos , which they deploy with terrifying capability . Uniquely amongst Beastmen , they need never defend themselves from other members of their herd , as none would dare harm a Bray Shaman , as they are believed to speak the will of the Dark Gods themselves . M WS b S S T I Ag Dex Int WP Fel W 4 40 - 30 45 40 35 25 30 50 30 16 Traits : Arboreal , Corruption ( Minor ) , Fury , Horns+6 , Night Vision , Spellcaster ( Beasts , Any Chaos , Death , or Shadow ) , Weapon+7Optional : Disease ( Packer ’ s Pox ) , Infected , Infestation , Mutation , Size ( Large ) cULTISTS , ThE LOS T AND T h E DAMNED Like a rotten beam beneath white-washed walls , a terrible enemy lurks unseen within the Empire . In every province and town , men and women are seduced by the subtle lures of Chaos , tempted by the promise of power , knowledge , strength , or release . mUTanTs One of the most tragic fates to befall a Human is to succumb to the mutating influence of Chaos . It can happen without rhyme or reason , and even babies can be born mutated . When such happens , many parents find they can not summon the will to murder their children , so instead abandon their offspring to the woods , either to die or be taken in by other Mutants or Beastmen . No matter how innocent they may be , all mutants are a source of terror for the common folk , so most fall to the Dark Gods , abandoned and embittered , or end it all before it ’ s too late . M WS b S S T I Ag Dex Int WP Fel W 4 30 30 30 30 30 30 30 30 30 30 12 Traits : Corruption ( Minor ) , Mutation , Weapon+7Optional : All Creature Traits optIons : the enemIes WIthIn cultists and m utants tend to hide in plain sight , and most are , or were , ordinary members of society . a s such , the Peoples of the Reikland guidelines for creating npc s on page 311 provides an alternative starting point . CUlTisTs For those untainted by the blight of Chaos , it appears horrifyingly alien , but to those it affects , every step towards damnation , every idea bringing them closer to Chaos , seems not only logical , but inevitable . Some especially devout followers of proscribed cults are granted ‘ gifts ’ by their gods ; foul mutations that will ensure their deaths should the witch hunters unearth their secret . M WS b S S T I Ag Dex Int WP Fel W 4 30 30 30 30 30 30 30 30 30 30 12 Traits : Weapon+6Optional : Armour 1 , Corruption ( Minor ) , Mutation , Spellcaster ( Chaos ) XII Be st Ia ry 333 Warhammer Fantasy ro leplay Chaos waRRioRs Heavily armoured hulking brutes adorned with ornate spikes and eye-watering symbols of their gods , Chaos Warriors are clearly no longer Human . Nothing is left of their former lives , they exist to serve their dark patron and nothing more . While most Chaos Warriors are exalted marauders from lands far to the north , a select few cultists may be gifted a prize of Chaos Armour by the Dark Gods , affording them great power at the cost of never removing the armour for as long as they live . As few warriors are their better , and no knight better protected , their lives are often very long indeed . M WS b S S T I Ag Dex Int WP Fel W 4 55 30 45 45 45 55 30 35 55 25 19 Traits : Armoured 5 , Champion , Corruption ( Minor ) , Weapon+8Optional : Belligerent , Disease , Distracting , Frenzy , Mental Corruption , Mutation , Spellcaster ( Chaos ) ‘ In the dreaded north lies the greatest danger . It is the product of another place , another time , released upon us by the misfortune and mistake of long- dead gods . It hungrily grasps for our world , quivering with expectation , sending forth hordes of the most warlike and jealous people of them all : our own kin , the tribes of m an. ’ — phitzer , Wissenlander Witch XII 334 DAEMONS , Th E G I bb ERING hOSTS Daemons are blasphemous horrors from the Realms of Chaos , the unholy will of the Chaos Gods made manifest . In the Reikland , Daemons likely only appear if summoned by Cultists of the Ruinous Powers . Though their presence is unlikely to last for long as the material realm abhors their existence , the havoc they wreak is so profound that none who encounter Daemons ever forget the mind-fracturing experience . While most Daemons owe allegiance to one of the four Chaos Gods , some are simple beasts of the Aethyr , possessing no particular will of their own , spilling forth into the Old World in a frenzy of mindless destructiveness whenever they can . Only four samples of Daemons are given here — two Lesser Daemons and two Daemon Princes — but any other Daemon you require can easily be built using Creature Traits . XII Be st Ia ry Bloodle TTeRs of khoRne Khorne ’ s chosen , Bloodletters stalk the battlefields of the Old World , taking skulls and lives in honour of the Blood God . Sharp , needle-like teeth protrude from monstrous , horned visages . Their blood-red skin is hard as brass , forged upon the anvil of ceaseless war . Each Bloodletter bears a Hellblade , a wickedly sharp blade steeped in gore , which it wields with reckless abandon , surrendering itself to the sweet sensation of senseless slaughter . M WS b S S T I Ag Dex Int WP Fel W 5 55 35 45 35 60 40 30 25 70 15 19 Traits : Armour 5 , Champion , Claws , Corruption ( Moderate ) , Daemonic 8+ , Fear 3 , Frenzy , Horns+8 , Painless , Unstable , Weapon+9 daemone TTes of slaanesh Like all creatures of the Prince of Pain and Pleasure , Daemonettes of Slaanesh are at once beautiful and horrifying . Possessing an unearthly allure that defies all sense and rationality , they render their enemies powerless to resist , so entranced are they by the profane sensuality of their monstrous forms . They have creamy , pale skin and large jet-black eyes . Wild , flowing , unnaturally coloured hair graces their delicate crowns . In lieu of hands their slender arms terminate in sinuous , crab-like claws . M WS b S S T I Ag Dex Int WP Fel W 4 60 50 40 30 65 60 35 30 70 45 17 Traits : Champion , Corruption ( Moderate ) , Daemonic 8+ , Distracting , Fear 2 , Night Vision , Unstable , Weapon+9 335 Warhammer Fantasy ro leplay daemon pRinCes The ultimate goal of all champions of Chaos is apotheosis : to ascend to the rank of Daemonhood and serve their master for eternity as a Daemon Prince in the Realms of Chaos . Mighty figures of great power , Daemon Princes are terrible foes that even the greatest heroes of the Empire would balk to face . Slenderthigh Whiptongue – Daemon Prince of Slaanesh M WS b S S T I Ag Dex Int WP Fel W 6 95 110 115 120 100 95 40 70 85 85 86 Traits : Armour 1 , Champion , Corruption ( Major ) , Daemonic 8+ , Distracting , Horns+15 , Night Vision , Size ( Large ) , Spellcaster ( Slaanesh ) , Terror 3 , Unstable , Weapon+16 Fr ’ hough Mournbreath – Daemon Prince of Nurgle M WS b S S T I Ag Dex Int WP Fel W 4 70 35 120 150 50 20 30 85 120 50 108 Traits : Armour 4 , Breath+12 ( Corrosion ) , Corruption ( Major ) , Daemonic 7+ , Dark Vision , Disease ( Itching Pox ) , Horns+14 , Infected , Infested , Size ( Large ) , Spellcaster ( Nurgle ) , Terror 3 , Unstable , Weapon+15 ThE LO AT h SOME R ATMEN Skaven are a malevolent species of ratmen living beneath everyone ’ s feet , watching , waiting , and impatient . They eke out a foul existence in the sewers and tunnels beneath the Empire ’ s cities and are so rarely seen that those who do usually dismiss them as mere Beastmen or Mutants . Few ever suspect the sinister truth : an Underempire exists right beneath their feet , its tunnels stretching between every city of the Old World and beyond . Skaven society is built on the backs of slaves captured from across the Old World . Supporting this , many shady Humans supply slaves and warpstone in exchange for unsavoury favours and secret knowledge : for the Skaven spy network is vast and pervasive . Aware of the delicate position they inhabit , feasting on the subterranean entrails of other societies , the Skaven protect their secrets by any means necessary . Those foolish enough to talk openly of a complex civilisation of sentient ratmen beneath the Empire ’ s cobbled-streets may find themselves dead in a gutter , an unfortunate victim of an unlikely accident . ‘ I never seen nothin ’ . t here were no ratmen , you hear ? Just bad luck . Wilbur slipped and fell , that ’ s all . h e got careless , fell down a ladder onto his own knife . ten times . Jus t bad luck. ’ – Kristiana Fellger , retired sewer Jack XII 336 ClanRaTs Most Skaven are Clanrats , hailing from one of the many complex Skaven clans that constantly bicker , politic , backstab , and eventually war on each other . They generally act on the orders of higher-status Skaven , but are always looking for a way to secure a better position , most often by betrayal . They usually dress in mouldering leather or filthy cloth , with scraps of rusty and tarnished metal serving as makeshift armour . Clanrats are often sent out as scouts or raiders to scavenge for goods , search for warpstone , or raid for slaves . M WS b S S T I Ag Dex Int WP Fel W 5 30 30 30 30 40 35 30 30 20 20 11 Traits : Armour 2 , Infected , Night Vision , Weapon+7Optional : Disease ( Ratte Fever ) , Mutation , Skittish , Stealthy , Tracker sToRmveRmin The elite fighters of the Skaven are the Stormvermin : bigger , stronger , tougher and more disciplined than Clanrats . They will serve as the core of any major assault and comprise the bodyguard of important Skaven . Stormvermin are usually well armed and armoured , sporting weapon combinations favoured by their clan . M WS b S S T I Ag Dex Int WP Fel W 5 45 35 35 35 55 50 30 30 25 20 11 Traits : Armour 4 , Infected , Night Vision , Weapon+8Optional : Disease ( Ratte Fever ) , Mutation , Tracker RaT ogRes Rat Ogres are hulking brutes , bred in the dark caverns of the Underempire by the demented ministerings of Clan Molder ’ s packmasters . They are stupid , but when driven by their Skaven masters are fearless and unrelenting in combat . Rarely encountered on their own , they tend to be accompany Grey Seers , or other ranking Skaven , serving as a bodyguard . M WS b S S T I Ag Dex Int WP Fel W 5 35 10 55 45 35 45 25 10 25 15 30 Traits : Armour 1 , Infected , Night Vision , Size ( Large ) , Stupid , Weapon+9Optional : Corruption ( Minor ) , Dark Vision , Disease ( Ratte Fever ) , Infestation , Mutation , Tail+8 , Tracker , Trained ( Broken , Guard , Mount , War ) XII Be st Ia ry 337 Warhammer Fantasy ro leplay cREATURE TRAITS These are the Creature Traits . Use them to create unique NPCs . Afraid ( Target ) The creature is afraid of the Target . See page 190 for Fear rules . Amphibious The creature is at home in water . It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water . Arboreal The creature is at home in the forests . In the woodlands , it adds its Agility Bonus to the SL of all Climb and Stealth Tests . Animosity ( Target ) The creature dislikes the Target . See page 190 for Animosity rules . Armour ( Rating ) The creature is protected by armour or thick hide . It has Rating Armour Points on all Hit Locations . Belligerent The creature loves to win a fight . As long as it has more Advantage than its opponent , it is Immune to Psychology . Bestial The creature has no rational thought or language . It shies away from fire and gains a Broken Condition if struck by it . In defence , it only uses the Dodge Skill . If it loses more than half its Wounds , it will attempt to Flee unless protecting its young or cornered , or unless it has the Territorial Trait . If so , it enters Frenzy ( see page 190 ) . Bestial creatures have no Fellowship characteristic . Big The creature is a large example of its species . It receives +10 Strength and Toughness , and –5 Agility . Bite ( Rating ) On its turn , the creature may make a Free Attack by spending 1 Advantage . The Damage of the attack equals Rating and includes the creature ’ s Strength Bonus already . Free att ac Ks a Free att ack is a normal Ballistic s kill or Weapon s kill attack that does not use your a ction on your tur n.Blessed ( Various ) The creature is Blessed and can enact Blessings ; the relevant deity is indicated in brackets . Bounce The creature can bounce high , perhaps with powerful limbs , magic , or stubby wings . When Charging or Running , it doubles its Movement Characteristic , and can ignore all intervening terrain and characters as it leap over them . Breath Rating ( Type ) The creature ’ s breath is a powerful weapon . On its turn , for the cost of 2 Advantage , it can activate its Breath as a Free Attack . Choose 1 target it can see within 20+Toughness Bonus yards . All characters within Strength Bonus yards of that target are struck , as are all characters between the creature and the target . Perform an Opposed Ballistic Skill/Dodge Test against all affected targets ( the creature ’ s single roll opposed by each individual target ) . All targets that fail take Damage equal to the attack ’ s Rating . Further , if the Trait is marked with any of the following types in brackets , apply the associated rules . • Cold : Targets gain a Stunned Condition for every full 5 Wounds suffered ( minimum of 1 ) . • Corrosion : All Armour and Weapons carried by affected targets suffer 1 Damage . • Fire : Any Wounds caused ignore Armour Points . Targets gain an Ablaze Condition . • Electricity : Any Wounds caused ignore Armour Points . Targets gain a Stunned Condition . • Poison : Any Wounds caused ignore Armour Points . Targets gain a Poisoned Condition . • Smoke : The area fills with smoke , blocking Line of Sight for Toughness Bonus Rounds . The creature is immune to its own Breath . This attack is Magical . Brute The creature is heavy and brutish . It receives –1 Movement , –10 Agility , and +10 Strength and Toughness . Champion The creature is an extraordinarily skilled warrior . If it wins an Opposed Test when defending in melee combat , it can cause Damage just as if it was the attacker . Chill Grasp The creature ’ s touch chills its enemy ’ s souls . For the cost of 2 Advantage and its Action , it can attempt an Opposed Weapon Skill/Melee or Dodge Test . If it wins , its target loses 1d10 + SL Wounds with no modification for Toughness Bonus or Armour Points . This attack is Magical . Clever The creature is particularly sharp-minded . It receives +20 Intelligence and +10 Initiative . XII 338 Cold-blooded The creature is cold-blooded and slow to react . It can reverse all failed Willpower Tests . Constrictor The creature can squeeze and crush its prey . Any successful roll to hit gives the target an Entangled Condition . The creature may then enter a Grapple if it wishes . See page 163 . Construct The creature is a construct of magic , quite mindless , bound together with magical sinews . It has no Intelligence , Willpower , or Fellowship Characteristics , and need never Test them . If it has no wizard controlling it , or does not possess the Territorial Trait , it meanders mindlessly , following flows of ambient magic . For the purposes of calculating its Wounds , it uses its Strength Bonus whenever Willpower Bonus is required . All its attacks are Magical . Corrosive Blood The creature ’ s blood is corrosive . Every time its is Wounded , blood splashes free , and all targets Engaged with it take 1d10 Wounds modified by Toughness Bonus and Armour Points , to a minimum of 1 . Corrupted ( Strength ) The creature is tainted by Chaos , or perhaps suffused with Dark Magics . The Strength of the Corruption is marked in brackets . See page 182 . Cunning The creature is exceptionally cunning . It receives +10 Fellowship , Intelligence , and Initiative . Dark Vision The creature can see in the dark as daylight . Daemonic ( Target ) The creature ’ s essence is raw magic , and unholy ichor pumps through what passes for its veins . Daemonic creatures do not require the normal prerequisites for life : food , water , air… All its attacks are Magical . Roll 1d10 after any blow is received , if the creature rolls the Target number or higher , the blow is ignored , even if it is a critical . Should the creature be reduced to 0 Wounds , its soul returns to the Realms of Chaos immediately , removing it from play . Die Hard No matter how hard the creature is hit , it gets back up . All Critical Wounds not resulting in death can be healed ; just attach the requisite body parts to the correct places , perhaps with staples or large spikes to hold them in place , and it ’ s good to go . Even ‘ death ’ may be ‘ healed ’ if the appropriate parts , such as a lost head , are attached to the body . If death occurs and all parts are in place , it may attempt a Challenging ( +0 ) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death . If a Test is successful , the creature chokes back to life with 1 Wound . Disease ( Type ) The creature carries the disease listed . Others will have to Test as appropriate for Contraction . See page 186 . Distracting The creature distracts or confuse foes , possibly exuding a soporific musk or nauseating reek , or maybe its appearance is bizarrely horrifying . All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests . A target can only suffer this penalty once , no matter how many Distracting foes there are . Elite The creature is a hard-nosed veteran . It receives +20 to Weapon Skill , Ballistic Skill , and Willpower . Ethereal The creature ’ s form is insubstantial , allowing it to pass through solid objects . It can only be harmed by Magical attacks . Fast The creature moves unexpectedly fast . It receives +1 Movement and +10 Agility . Fear ( Rating ) The creature causes supernatural Fear in other creatures , with a rating equal to its Rating . See page 190 . Flight ( Rating ) As the creature ’ s Move , it can fly up to Rating yards . When flying , it ignores all intervening terrain , obstacles , or characters . At the end of the move , it decides whether it has landed or is still flying . It can use this move to Charge . If it starts its turn flying , it must choose to Fly for its Move . If it can not do this , the GM decides how far the creature falls ( see page 166 ) . When targeting it , measure horizontal distance as normal , then increase range by 1 step . So , a Long Range shot would become Extreme Range , and if it was at Extreme Range it could not be shot at all . When flying , it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky . Frenzy The creature can Frenzy . See page 190 . Fury The creature can work itself into an all-consuming rage . It can spend all of its Advantage ( minimum of 1 ) to become subject to Hatred to close combat opponents . If the creature has at least 3 XII Be st Ia ry 339 Warhammer Fantasy ro leplay Advantage , it may instead expend all of its Advantage to become subject to Frenzy . See page 190 . Ghostly Howl The creature can emit a chilling howl , capable of killing those who hear it . On its turn the creature can spend all its Advantage ( minimum of 2 ) , to unleash a hideous scream as a Free Attack . All living targets within a number of yards equal to the creature ’ s Initiative immediately gain 3 Deafened Conditions and suffer 1d10 Wounds ignoring Toughness Bonus and Armour Points . Those affected must also pass a Challenging ( +20 ) Endurance test or gain a Broken Condition . Hardy The creature can sustain more damage than most . Increase its Wounds by a number equal to its Toughness Bonus ( applied before any Size modifiers ) . Hatred ( Target ) The creature really hates the Target . See Hatred on page 190 . Horns Rating ( Feature ) The creature has horns or some other sharp appendage ( if its Horns Trait represents a different feature it will be noted in brackets ) . When the creature gains an Advantage for Charging , it may make a Free Attack with its Horns , performed as normal , using Rating to calculate Damage ( its Strength Bonus is already included ) . Hungry The creature is always hungry for fresh meat . If it kills or incapacitates a living opponent ( or encounters a fresh body ) , it must pass a Challenging ( +20 ) WP Test or feast , losing its next Action and Move . Immunity ( Type ) The creature is completely immune to a certain type of Damage , such as poison , magic , or electricity . All Damage of that type , including from a Critical Wound , is ignored . Immunity to Psychology Whether brave , exceedingly stupid , or just caught up in the moment , the creature is utterly fearless . It ignores the Psychology rules . See page 190 . Infected The creature , or its weapon , carries a nasty infection . If it causes a living opponent to lose Wounds , it must pass an Easy ( +40 ) Endurance Test or contract a Festering Wound ( see page 187 ) . Infestation The creature ’ s hide is infested with biting fleas or similar . All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them.Leader The creature is a practiced leader . It receives a bonus of +10 to Fellowship and Willpower . Note : this Trait can not be taken by creatures with the Bestial Trait . Magical The creature is wreathed in magic . All its attacks count as Magical , meaning it can harm creatures only susceptible to magical attacks . Magic Resistance ( Rating ) Magic has a reduced effect on the creature . The SL of any spell affecting it is reduced by the Rating given . So , Magic Resistance 2 would reduce the SL by 2 . Mental Corruption The creature has Chaos on the mind . Roll on the Mental Corruption Table found on page 185 . Miracles ( various ) The creature can enact Miracles ; the relevant deity is indicated in brackets . Mutation The creature is ‘ blessed ’ with a Mutation . Roll on the Physical Corruption Table found on page 184 . Night Vision The creature has the Night Vision Talent . See page 141 . Painless The creature feels no pain or can ignore it . All non-amputation penalties suffered from Critical Wounds are ignored , although Conditions are suffered as normal . Petrifying Gaze The creature ’ s gaze can turn flesh to stone . For its Action , it can spend all its Advantage to unleash its gaze ( minimum of 1 ) . The creature performs an Opposed Ballistic Skill/Initiative test , adding 1 SL per Advantage spent . Its opponent gains 1 Stunned status per 2 SL by which it wins . If it wins by at least 6 SL , its target is permanently turned to stone . If the target is a spellcaster , the test can be Opposed with Language ( Magick ) instead of Initiative as counter spells are cast . Prejudice ( Target ) The creature just doesn ’ t like the Target . See page 190 for rules on Prejudice . Ranged Rating ( Range ) The creature has a ranged weapon . The weapon does Damage equal to the Rating and the range in yards is marked in brackets . Rear For its Move , the creature may make a Stomp attack if it is larger than its opponent ( see Size ) . XII 340 Regenerate The creature is capable of healing at an extraordinary rate , even regrowing severed parts . At the start of each round , if it has more than 0 Wounds remaining , it will automatically regenerate 1d10 Wounds . If it has 0 Wounds remaining , it will regenerate a single Wound on a 1d10 roll of 8+ . If it ever rolls a 10 for regenerating , it also fully regenerates a Critical Wound , losing all penalties and Conditions associated with it . Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately . Using size if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature . Reverse this if you wish to make a creature smaller . Size ( Various ) This trait represents creatures whose size differ from the game standard ( i.e . roughly human sized ) . There are seven steps of Size , ranging from Tiny to Monstrous . Size Examples Tiny Butterfly , Mouse , Pigeon Little Cat , Hawk , Human Baby Small Giant Rat , Halfling , Human Child Average Dwarf , Elf , Human Large Horse , Ogre , Troll Enormous Griffon , Wyvern , Manticore Monstrous Dragon , Giant , Greater Daemon Size Combat Modifiers If larger : • Its weapons gain the Damaging Quality if the creature is one step larger , and Impact if two steps or more larger . • It multiplies any Damage caused by the number of steps larger it is ( so , 2 steps=×2 , 3 steps =×3 , and so on ) ; this multiplication is calculated after all modifiers are applied . • All successful strikes against smaller targets activate the Deathblow rule , even if the target survives ( see page 160 ) .If smaller : • It gains a bonus of +10 to hit . Defending Against Big Creatures You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test . It is recommended to dodge a Giant swinging a tree , not parry it ! Fear and Terror If the creature is perceived to be aggressive , it causes Fear in any creature smaller than it , and Terror in any creature two or more steps smaller . The rating of the Fear or Terror equals the Size step difference . So , if the creature is Large , and its opponent is Small , it will cause Terror 2 . See page 191 . Moving in Combat A creature that is larger ignores the need to Disengage if it wishes to leave melee combat ; instead , it brushes smaller combatants out of the way , moving where it wishes . Opposed Strength During Opposed Strength Tests ( and similar ) , if one creature is 2 or more size steps larger , it wins automatically . If one creature is 1 size step larger , the smaller creature must roll a Critical to contest the roll . If it does , SL are compared as normal . All other results mean the larger creature wins . Stomp Creatures that are larger than their opponents may make one Stomp as a Free Attack , by spending 1 Advantage , as they kick downwards or otherwise bash smaller opponents out of the way . This attack has a Damage equal to their Strength Bonus +0 . Wounds Larger creatures have more Wounds : Size Wounds Tiny 1 Little Toughness Bonus Small ( 2×Toughness Bonus ) + Willpower Bonus Average Strength Bonus+ ( 2×Toughness Bonus ) + Willpower Bonus Large ( Strength Bonus+ ( 2×Toughness Bonus ) + Willpower Bonus ) ×2 Enormous ( Strength Bonus+ ( 2×Toughness Bonus ) + Willpower Bonus ) ×4 Monstrous ( Strength Bonus+ ( 2×Toughness Bonus ) + Willpower Bonus ) ×8 XII Be st Ia ry 341 Warhammer Fantasy ro leplay Skittish The creature is easily scared by magic or loud noises . If such occurs , it receives +3 Broken Conditions . Spellcaster ( Various ) The creature can cast spells ; the specific Lore of Magic will be indicated in brackets . Stealthy The creature is especially stealthy . It adds a number equal to its Agility Bonus to the SL of all Stealth Tests . Stride The creature has a long stride , perhaps because it is a quadruped or has especially long legs . Multiply Run Movement by 1.5 when Running . Stupid While not entirely devoid of self-awareness ( and so lacking the Bestial trait ) , the creature is stupid . If it is near any allies without the Stupid Trait , they guide it and nothing happens . Otherwise , it must pass an Easy ( +40 ) Intelligence Test at the start of each round , or become very confused . Should this occur it will drool , perhaps sitting down or picking its nose , doing little of use , losing both its Move and Action for that Turn . Swamp-strider The creature is at home in a swamp . It suffers no Movement penalties for moving through boggy ground . Swarm Swarms are large numbers of the same creature acting as one . The swarm counts as a single Creature that ignores the Psychology rules ( see page 190 ) , and can ignore the Engaged rules when using its Move . If the Swarm successfully strikes an opponent it activates the Deathblow rule ( even if it has not killed its opponent — see page 160 ) . All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close . The Swarm has five times the Wounds of a normal example of the creature and gains +10 Weapon Skill . Any attempts to shoot the Swarm gain a bonus of +40 to hit . Tail Attack ( Rating ) The creature ’ s tail is capable of sweeping foes from their feet . On its turn , it may make a Free Attack by spending 1 Advantage . The Tail does Rating Damage , which includes its Strength Bonus already . Opponents with a smaller Size than the creature , that suffer any Wounds from the attack , also gain the Prone Condition . # Tentacles ( Rating ) The creature has a number of tentacles equal to # . It gains one Free Attack Action per tentacle . Each tentacle ’ s attack does Rating Damage , which includes its Strength Bonus already . If it causes Damage , it can also give its opponent an Entangled Condition , which will initiate a Grapple between the target and that tentacle . If a tentacle is Grappling , use the tentacle ’ s Free Attack Action to resolve that Grapple , not the creature ’ s Action ( see page 338 ) . Territorial This creature is protective of a particular area or location . It will fight to the death to protect it and will not normally pursue enemies if they flee this area . Terror ( Rating ) The creature supernaturally causes bone-chilling Terror in other creatures , at the Rating given . See page 191 . Trained ( Trained Skills ) This trait represents animals that have been trained through the Animal Training Skill . The skills the animal knows is marked in the brackets . Feel free to create your own trained skills . XII Broken : The animal is trained to ignore its Bestial trait . It receives 2d10 Fellowship . Drive : The animal is trained to pull a coach , cart , plough , buggy , or similar.Entertain : The animal is trained to entertain others . It adds a +10 bonus to appropriate Entertain , Perform , or Play Tests.Fetch : The animal is trained to fetch . This is normal reserved for Dogs and similar.Guard : The animal is trained to stay in one place or prowl around as a guard , granting it the Territorial Trait.Home : The animal is trained to return home if it is released or lost.Magic : The animal is trained to ignore Skittish when it comes to magic , which is required for most horses used by Wizards.Mount : The animal will accept a rider . Some creatures are especially belligerent , and will not accept a rider without the correct skill . So , to ride a Griffon , you need the Ride ( Griffon ) skill.War : The animal is trained for war , gaining +10 Weapon Skill . It can also ignore Skittish for loud noises . Tongue Attack Rating ( Range ) The creature ’ s prehensile tongue can wrap itself around prey , dragging it to a grisly end . On its turn , it may make a Free Attack by spending 1 Advantage . This is a ranged attack that does Damage equal to its Rating ( the range is in brackets ) . If the attack hits , the target receives 1 Entangled Condition and , if a smaller Size , is dragged towards the creature , and is Engaged in melee combat . The creature can then choose whether to release the target , perform a Free Attack using its Weapon Trait , or to keep the target wrapped in its tongue , initiating a Grapple ( see page 163 ) . Tough The creature is more resistant to damage than normal , and unlikely to back down . It receives +10 Toughness and Willpower . Tracker Trackers are adept at following their prey , generally through scent or hearing . They add SL equal to their Initiative Bonus to all Track Tests . Undead The Undead are neither living , nor dead , meaning they are not reliant on the usual prerequisites for life : air , food , water… This Trait most commonly come into use when spells , miracles , or other abilities affect Undead only . Unstable The creature ’ s corpus is maintained by foul magics that are inherently unstable in the material realm . Whenever it ends a round engaged with an opponent with higher Advantage , the creature loses as many Wounds as the difference . So , if the creature had 1 Advantage , and its opponent had 3 , the creature would lose 2 Wounds . If the creature ever reach 0 Wounds , the magics holding it in place collapse , and it ‘ dies ’ .Vampiric The creature feeds on blood and draws great physical strength from this act . Whenever it performs a successful Bite attack against an appropriate opponent , it heals as many Wounds as its opponent loses . Drinking blood in this way is the only way it can heal . Venom ( Difficulty ) The creature ’ s attacks are poisoned or envenomed . When it causes Wounds , its opponent gains a Poisoned Condition . If no Difficulty is marked to resist the Venom , it is assumed to be Challenging . See page 169 . Vomit The creature can spew a stream of corrosive corruption , dowsing its opponents in foul , semi-digested filth . On its turn , by spending 3 Advantage , the creature can activate its Vomit as a Free Attack . The creature chooses 1 target it can see within Toughness Bonus yards and lets loose ; all targets within two yards are also hit . The creature performs an Opposed Ballistic Skill/Dodge Test against all affected targets ( its single roll opposed by each individual target ) . The Test is typically Easy ( +40 ) for the vomiting creature , due to the close range , and Challenging ( +0 ) for opponents . All losing targets suffer a hit with a Weapon Damage of the creature ’ s Toughness Bonus +4 and receive a Stunned condition . All Armour and Weapons carried by affected targets suffer 1 Damage as the acidic vomit corrodes it away . Ward ( Rating ) Perhaps because they are magical , wear a special talisman , or are just plain lucky , some blows just seem to miss . Roll 1d10 after any blow is received , if the creature rolls Rating or higher , the blow is ignored , even if it is a critical . Wallcrawler The creature can effortlessly scale vertical surfaces and even traverse ceilings , ready to drop on unwary prey . It moves at full Movement across any appropriate surface and automatically passes all Climb tests . Weapon ( Rating ) The creature carries a melee weapon , or uses teeth , claws , or similar in combat . The weapon causes Damage equal to its Rating which already includes the creature ’ s Strength Bonus . Typically it will be 4 + its Strength Bonus ( representing a Hand Weapon ) . Web ( Rating ) The creature can create webbing to trap unwary foes . Whenever it successfully hits , opponents gain 1 Entangled status , with a Strength of the Rating given . See page 168 . XII Be st Ia ry 343 experIence current s pentto tal amBItIons Short- term Long- termname s pecies c lass c areer c areer l evel c areer pat h st atus ag e h eight h air e yes chara cter I st I cs WsB sstIagd ex Int W pF el Initial adv ances c urrentmovement movement W alk run BasIc sKI lls Name c haracteristic Adv Skill a rt d ex at hletics ag Br ibery Fel c harm Fel c harm a nimal W p c limb s c ool W p c onsume a lcohol t d odge ag d rive ag e ndurance t e ntertain Fel Gamble IntBasIc sKI lls Name c haracteristic Adv Skill Gossip Fel h aggle Fel Intimidate s Intuition I l eadership Fel m elee ( Basic ) W s m elee W s na vigation I o utdoor s urvival Int per ception I r ide ag r ow s st ealth ag talents Talent NameTimes takenDescriptionFate Fate Fortune Grouped & advanced sKIlls Name c haracteristic Adv Skill par ty Party Name Short- term Long- term MembersresIlIence resilience resol vem otivation® psycholo Gy Weapons Name Group Enc Range/Reach Damage Qualitiesarmour Name Locations Enc AP Qualities head right arm ( or primary arm ) right legleft arm ( or secondary arm ) Body left leg shieldarmour po Ints trappInG s Name Enc01-09 25-44 90-0010-24 45-79 80-89 encum Brance Weapons a rmour trappings m ax e nc . to talWealth D ss G cWounds Sb t B×2 W p B h ardy Wounds spells and prayers Name TN Range Target Duration Effect Sincorrupt Ion & mutat Ion Warhammer Fantasy ro leplay A Ablaze ............................................. 167Absolution ...................................... 185 A cademics .................................. 30 , 51 Accurate ......................................... 297 A ccurate Shot ................................. 132 A chieving Your Ambitions ............... 41 A cquiescence .................................. 257 A ction ............................................. 158 ( F ree ) Actions ................................. 158 A cute Sense .................................... 132 A dding Detail ................................... 37 A dvancing Through Your Career ...... 47 A dvance Characteristics ................... 35 A dvancement .................................... 43 A dvantage ....................................... 164 ( Benefits ) of A dvantage .................. 164 ( Gaining ) A dvantage ...................... 164 ( L osing ) Advantage ........................ 164 ( Optio ns : Limiting ) Advantage ...... 164 A dvantage and Magic ..................... 236 A dvisor ............................................. 69 ( The ) Aethyr ................................... 229 ( What is the ) Aethyr ? .................... 229 A ethyric Armour ............................ 242 A ethyric Arms ................................ 242 A ethyric Attunement ..................... 132 Afr aid ............................................. 338 Af ter the Game .............................. 264 Ag e ................................................... 39 Agilit y ( Agi ) ..................................... 34 Agitator ............................................ 61 Al ley Cat ........................................ 132 Altdor f ............................................ 278 Altdor f and the Manifold Towns .... 278 Altdor f Flats ................................... 271 Alter native Changes in Career ......... 49 Alter native Characteristics for Intimidate ................................. 124 ( The ) Amber Spear ......................... 246 A mber Talons ................................. 245 A mbidextrous ................................. 132 A mbitions ......................................... 40 ( Choosing ) A mbitions ...................... 40 ( L ong-Term ) Ambitions ................... 41 ( S hort-Term ) Ambitions .................. 40 A mmunition Table ......................... 296 A mphibious .................................... 338 A mputated Parts ............................. 180 An Invitation .................................. 224 A nchorite ’ s Endurance ................... 225 A nimal Affinity .............................. 133 A nimal Care ................................... 118 A nimal Friend ................................ 240 A nimal Instincts ............................. 227 A nimal Training ..................... 119 , 196 Animals .......................................... 119 A nimals and Vehicles ..................... 306 ( Optio ns : ) Animosity ( Elves ) ........... 26A nimosity ( Target ) ................. 190 , 338 ( The ) Ancient Sites and Terrible Ruins ................................. 286 A pothecary ....................................... 53 A pply Damage ................................ 159 Aqshy ’ s Aegis ................................. 247 Ar boreal .......................................... 338 Ar cane Magic ................................. 133 Ar cane Spells .................................. 242 Argumentativ e ................................ 133 Ar m ................................................ 180 Ar mour ................................... 299 , 338 ( Options : Quick ) Armour .............. 301 ( Repair ing ) Armour ........................ 300 Ar mour Damage ............................ 299 Ar mour Flaws ................................. 300 Armour Qualities ........................... 300 Ar mour Table ................................. 300 Arr ow Shield .................................. 243 Ar t .................................................. 119 Ar tisan .............................................. 62 Ar tist ................................................ 70 Ar tistic ............................................ 133 As Verena Is My Witness ............... 228 Assistance ....................................... 155 A t the Table .................................... 260 A thletics ......................................... 119 A ttacking ........................................ 158 A ttractive ........................................ 133 A ttributes ......................................... 33 A ttributes Table ................................ 33 A uerswald ....................................... 279 A utomatic Failure and Success ....... 150 A utosuccess ? Not At My Table ! ..... 150 A warding Experience Points Table . 264 A warding XP .................................. 264 BBailiff ................................................ 77 Bal listic Skill ( BS ) ............................ 34 Balm to a Wounded Mind .............. 225 Banishment .................................... 252 Banking .......................................... 196 Bargaining and Trading .................. 291 Bar kskin .......................................... 251 Bartering ......................................... 291Bartering Ratios Table .................... 291 Basilisks .......................................... 317 ( The ) Bastions and Fortresses ......... 283 Battle R age ..................................... 133 ( Optio ns : ) Battle Tongue ................ 124 Baw d ............................................... 101 Be Careful ........................................ 23 Be Very Careful .............................. 184 Bea con of Righteous Virtue ........... 226 Bear ings .......................................... 240 Bears ............................................... 314 Beast F orm ..................................... 245 Beast Master ................................... 245Beast Tongue .................................. 245 Bestiar y ........................................... 310 Beastmen , The Children of Chaos .. 331 Beasts of Bur den ............................. 293 ( The ) Beasts of the Reikland .......... 314 Beat Bla de ...................................... 133 Bec alm ............................................ 222 Beggar .............................................. 63 Begging .......................................... 120 ( Optio ns : ) Begging and Status ......... 51 Bel ligerent ...................................... 338 Beneath N otice ............................... 133 Berser k Charge ............................... 133 Bestial ............................................. 338 Bet ween Adventures ....................... 192 Be yond the Social Norm .................. 50 Big .................................................. 338 Bite ................................................. 338 Bitter Catharsis .............................. 225 Black Bella — Human Brigand ...... 313 ( The ) Black Plague ......................... 186 Bla ckpowder ................................... 297 Bla ckpowder and Explosives .......... 297 Bla ckstone Tower ........................... 284 Blast ................................................ 243 Blast ................................................ 297 Blather ............................................ 133 Blazing S un .................................... 223 Bleeding ......................................... 168 Bless ............................................... 134 Blessed ............................................ 338 ( The ) Blessed .................................. 217 Blessings ......................................... 220 Blessings and Mir acles ................... 217 Blessings b y Cult ............................ 220 Blessing of Battle ............................ 221 Blessing of Br eath ........................... 221 Blessing of Char isma ...................... 221 Blessing of Co nscience ................... 221 Blessing of Cour age ........................ 221 Blessing of F inesse ......................... 221 Blessing of F ortune ......................... 221 Blessing of Gr ace ............................ 221 Blessing of Har diness ..................... 221 Blessing of Healing ........................ 221 Blessing of The Hunt ...................... 221 Blessing of Might ........................... 221 Blessing of P rotection ..................... 221 Blessing of Recuper ation ................ 221 Blessing of Righteousness ............... 221Blessing of S avagery ....................... 221 Blessing of Tenacity ........................ 221 Blessing of Wisdom ....................... 221 Blessing of Wit ............................... 221 Blight ...................................... 255 , 188 Blind Justice ................................... 228 Blinded ........................................... 168 Blinding Light ................................ 252 Blood Rot ....................................... 186Blood letter of Khorne .................... 335 Bloodpine Woods ........................... 269 ( The ) Bloody Flux .......................... 186 Boar ................................................ 314 Boatman ........................................... 93 Bog Octopuses ................................ 318 ( The ) Bögen .................................... 269 Bög enhafen ..................................... 280 Bolt ................................................. 243 Boo kish ........................................... 134 Books and Documents ................... 304 Bounce ............................................ 338 Bount y Hunter ................................. 85 Br ay-Shaman .................................. 332 Br eak and Enter ............................. 134 Br eath ..................................... 243 , 338 Briber .............................................. 134Bribery ............................................ 120 Br idge ............................................. 243 Br inging Your Character to Life ....... 42 Br oken ............................................ 168 Br oken Bones ................................. 179 Br ute ............................................... 338 Buboes ............................................ 188 Bulky .............................................. 293 Burghers ..................................... 30 , 59 But I want to play a Wood ElfFlagellant ! ......................................... 32 CCair n Wraith .................................. 329 ( Example : ) Camar aderie ................. 191 Car dsharp ....................................... 134 Car eer ............................................... 32 Car eer Format .................................. 52 Car eer Levels .................................... 47 Car eers .............................................. 46 Careful Step .................................... 240 Car eful Strike ................................. 134 Car ess of Laniph ............................ 246 Car ouser ......................................... 134 Casting Test .................................... 234 Castle D rachenfels ......................... 287 Catfal l ............................................. 134 Cat-to ngued ................................... 134 Cat ’ s Eyes ....................................... 224 Cauter ise ........................................ 247 Cavalr y ........................................... 296 Cavalr yman .................................... 109 Cav e Squig ..................................... 318 Cer ulean Shield .............................. 249 Chain A ttack .................................. 243 Champio n ............................... 134 , 338 Channelling .................................... 120 ( Cr itical ) Channelling .................... 237 Channel ling Test ............................ 237 Changing Car eer ...................... 48 , 196 Changing to a New Career ............... 49 Changing to a N ew Level ................. 48 346 ( The ) Chaos Gods .................. 203 , 217 Chaos Magic .......................... 134 , 257 Chaos Warrior ................................ 334 Char acter .......................................... 24 ( Cr eating a ) Character ...................... 24 Char acter Creation ......................... 259 Char acter Creation Summary ........... 24 Character Sheet Summary ........... 44-45 Characteristic Advances ............. 35 , 47 Characteristic and Skill Improvement XP Costs Table .... 43 , 47 Characteristic Bonuses ..................... 34 Char acteristic Tests ......................... 153 Characteristics .................................. 33 ( Deter mining ) Characteristics .......... 33 Charging ......................................... 165Char latan ........................................ 102 Char m ...................................... 50 , 120 Charm Animal ............................... 121 ( Optio ns : ) Chase Complication ..... 167 Chil l Grasp ..................................... 338 Cho king Shadows .......................... 253 ( The ) Cities and Towns .................... 22 Clanr at ............................................ 337 Clarity of Thought .......................... 252 Class ................................................. 31 Class and Car eer ............................... 30 Class and Car eers ............................. 46 ( R andom ) Class and Career Table ............................................ 30-31 Classes .............................................. 46 Cle ver ............................................. 338 Climb ............................................. 121 Climbing ........................................ 165 Clipping ......................................... 289 Clothing and A ccessories ............... 302 Coa chman ........................................ 86 Cold-blooded ................................. 339 ( The ) Colleges of Magic ................... 21 ( The ) Colleges of Magic and Petty Spells .............................. 239 Colour Magic ................................. 245 ( Rounds O utside ) Combat ............. 156 Co mbat Aware ............................... 134 Co mbat Difficulty .......................... 161 ( Default ) Co mbat Difficulty ........... 158 Co mbat Reflexes ............................. 135 Co mbat Summary .......................... 156 Co mbat Training ............................ 200 Co mmanding Presence ................... 135 Co mmission ................................... 197 Co mpleting a Career ........................ 48 Co mbat ................................... 118 , 156 Combining Difficulties ................... 162 ( Optio ns : ) Combining Skills .......... 155 Co met of Casandora ....................... 249 Concoct .......................................... 135 ( Master ) Co ndition List ................. 167 Co nditions ...................................... 167 ( Multiple ) Co nditions .................... 167 Co nditions and Resolve .................. 167 Co nserve ......................................... 240 Co nstrictor ..................................... 339 Co nstruct ........................................ 339 Co nsult an Expert .......................... 197 Co nsume Alcohol ........................... 121 ( The ) Consumers ’ Guide ................. 288 Co ntortionist .................................. 135 Co nvulsions .................................... 188 Cool ................................................ 121 Coolhea ded .................................... 135 Corr osive Blood ...................... 243 , 339 Corrupted ....................................... 339 Corr upting ...................................... 183 Corr upting Influences .................... 182 Corr uption ...................................... 182 Corr uption Limits .......................... 183 ( Gaining ) Corr uption Points .......... 182 ( L osing ) Corruption Points ............ 183 ( Mental ) Corr uption Table ............. 185 ( P hysical ) Corruption Table ........... 184 ( The ) Cost of Living ....................... 289 Coughs and S neezes ....................... 188 Counter feiting ................................ 289 Cour tiers ..................................... 30 , 67 Crack the Whip .............................. 135Crafting .......................................... 197 ( Optio ns : ) Crafting Guilds ............. 292 Cr aftsman ....................................... 135 Cr aftsmanship ................................ 291 Cr eature Hit Locations .................. 310 Cr eature Traits ................................ 338 ( Gener ic ) Creature Traits ............... 310 ( R andom ) Creatures and Custom PC Species ........................ 314 Cr eeping Menace ........................... 255 Cr iminal ......................................... 135 Cr iminal Coinage ........................... 289 Cr itical Casting .............................. 234 Cr itical Deflection .......................... 299 Cr itical Tables .......................... 174-178 Criticals .......................................... 159 Cr iticals & Fumbles ............... 153 , 159 Crossbows and Throwing ................ 297 Cr own of Flame ............................. 247 Cr ucible of Chamon ....................... 249 Cr ypt Ghouls ................................. 329 ( The ) Cult of Manann .................... 205 ( The ) Cult of Morr ......................... 206 ( The ) Cult of Myrmidia .................. 207 ( The ) Cult of Ranald ...................... 208 ( The ) Cult of Rhya ......................... 209 ( The ) Cult of Shallya ...................... 210 ( The ) Cult of Sigmar ...................... 211 ( The ) Cult of Taal ........................... 212 ( The ) Cult of Ulric .......................... 213 ( The ) Cult of Verena ....................... 214 Cultist ............................................. 333Cultists , The Lost and the Damned .................................... 333 ( The ) Cults ..................................... 203 ( P rimary ) Cults of the Empire ....... 204 Cunning ......................................... 339 Curse of Cr ippling Pain ................. 255 ( The ) Cursed and Fetid Marshlands ..................................... 271 Curse of I ll-Fortune ....................... 255 Custo m Gear .................................. 197 ( Optio ns : ) Customise Your Trappings .......................................... 46 DDa emon Prince ............................... 336 Da emonbane .................................. 252 Da emonette of Slaanesh ................. 335 Da emonic ....................................... 339 Da emons , The Gibbering Hosts ..... 335 ( O ther ) Damage ............................. 181 Damaging ....................................... 297 Dang erous ...................................... 299 Dar k Deals ..................................... 182 Dar k Magic ............................ 233 , 256 Dark Vision ............................ 243 , 339 Dark Whispers ............................... 183 ( The ) Darkstone Ring ..................... 286 Dar t ................................................ 240 Dazzle ............................................. 240 Dea deye Shot ................................. 135 Deaf ened ........................................ 168 Def ensive ........................................ 298 ( Optio ns : On The ) Defensive ......... 158 Dealmaker ...................................... 135 Death .............................................. 173 ( Optio ns : Sudden ) Death ............... 173 Death Mask .................................... 223 ( Optio ns : ) Deathblow .................... 160 ( Optio ns : ) Dem Bones ................... 327 Demigr yphs .................................... 318 Destr oy Lesser Daemon ................. 256 Destr oy Undead .............................. 223 Detect Ar tefact ............................... 135 Detect Da emon .............................. 256 Deter mine Damage ........................ 159 Deter mine Hit Location ................ 159 Dexter ity ( Dex ) ................................ 34 Diceman ......................................... 135 Die Har d ........................................ 339 Diesdor f .......................................... 280 Difficult y ........................................ 153 Difficult y Table ............................... 153 Dir e Wolf ....................................... 328 Dir ty Business ................................ 280 Dir ty Fighting ................................ 136 Disar m ............................................ 136 Disease and Inf ection ..................... 186 Disease ........................................... 339 ( U sing ) Diseases ............................. 186Disengaging .................................... 165 Dispel ling ....................................... 237 Dispel ling Persistent Spells ............ 237 Dissolutio n of Body and Mind ....... 183 Distr act ................................... 136 , 298 Distracting .............................. 243 , 339 Divine Manifestations .................... 221 Divine S ervants .............................. 220 Do Me a F avour ! ............................ 198 Dodg e ............................................. 122 Dogs ............................................... 315 Do me .............................................. 243 Doppelgang er ................................. 253 Doo med .......................................... 136 Dooming ........................................ 223 D rachenberg ................................... 268 D ragons .......................................... 319 D rain .............................................. 240 D rilled ............................................ 136 D rive ............................................... 122 Drop ............................................... 243 D rowned Man ’ s Face ...................... 222 D rowning and Suffocation ............. 181 D rugs and Poisons .......................... 306 D ual Wielder .................................. 136 D uellist ............................................. 71 D unkelberg ..................................... 281 D urable ........................................... 292 Duration ......................................... 236 D uties & Responsibilities ............... 195 D warf ............................................. 311 D warf Priests .................................. 215 D warfs .............................................. 25 D warven Ancestor Gods ................ 215 ( P rimary ) Dwarf Gods Table .......... 216 D ying Words .................................. 246 EEagle ’ s Eye ...................................... 223 Ear .................................................. 180 Ear thblood ..................................... 251 Ear thpool ....................................... 251 Eav esdrop ....................................... 241 ( The ) Eight Lores ........................... 230 Eilhar t ............................................ 281 Elf ( High and Wood ) ..................... 311 Elf Epithets ...................................... 38 Elf Esteem ...................................... 196 Elite ................................................ 339 El ven Gods ..................................... 215 ( P rimary ) Elven Gods Table ........... 216 El ven Magic ................................... 233 El ven Priests ................................... 215 Embe zzle ........................................ 136 Enc hant Weapon ............................ 250 Enc losed Fighter ............................ 137 ( Optio ns : ) Encroaching Darkness… 182 Encumbr ance .................................. 293 Encumbrance and Attributes .......... 293 347Index Warhammer Fantasy ro leplay 348Encumbrance and Travel Fatigue ... 293 Encumbr ance Examples ................. 293 Endeav ours ..................................... 195 ( Class ) Endeav ours ......................... 200 ( Gener al ) Endeavours ..................... 196 Endur ance ...................................... 122 ( Optio ns : The ) Enemies Within ..... 333 Engag ed .......................................... 159 Engineer ........................................... 54 Engineer ing .................................... 297 Entangle ................................. 244 , 298 Entangled ....................................... 168 Enter tain .................................. 51 , 122 Entertainer ....................................... 87 En voy ............................................... 72 Ether eal .......................................... 339 Etiquette ......................................... 137 Evaluate .......................................... 122 Ev ents ............................................. 192 Ev ents Table ................................... 193 ( The ) Evil Eye ................................ 256 Exposur e ......................................... 181 Extended Tests ............................... 154 Extended Tests and 0 SL ................ 155 Ey e ................................................. 180 Ey e Colour ....................................... 40 Ey e Colour Table .............................. 40 F F air Winds ..................................... 222 F alling ............................................. 166 Fast ......................................... 298 , 339 Fast Hands ..................................... 137 F ast Shot ........................................ 137 ( Optio ns : ) Fast SL .......................... 152 F at of the Land ............................... 251 ( S pending ) Fate .............................. 170 F ate and Fortune ............................ 170 ( Regaining ) F ate and Fortune ........ 171 F ate & Fortune , Resilience & Resolve ......................................... 34 F ate & Resilience ........................... 170 ( Deter mining ) Fate & Resilience ..... 34 F ate ’ s Fickle Fingers ....................... 249 F atigued .......................................... 169 F ear ( Rating ) .......................... 190 , 339 Fearless ........................................... 137 F earsome ........................................ 244 F eather of Lead .............................. 250 F eint ............................................... 137 F ellowship ( Fel ) ................................ 34 F enbeast .......................................... 319 F ence .............................................. 103 F estering Wound ............................ 187 F ever ............................................... 188 F ield Dressing ................................ 138 F imir ............................................... 320 Fine ................................................ 292 F ingers ............................................ 180F irewall ........................................... 248 ( The ) First Portent of Amul ........... 249 F isherman ....................................... 138 F lagellant .................................. 88 , 138 Flail ................................................ 296 F laming Hearts .............................. 248 F laming Sword of Rhuin ................ 248 F lee ! ................................................ 138 F leeing ............................................ 165 F leet Footed ................................... 138 F lexible ........................................... 300 F light ...................................... 244 , 339 Flock of Doom ............................... 245 F lux ................................................ 189 F lying Solo ..................................... 196 F oment Dissent .............................. 200 F ood , Drink , and Lodging .............. 302 F ool ’ s Gold ..................................... 250 F oot ................................................ 180 F orest of Thorns .............................. 251 F orge of Chamon ........................... 250 F orget What You Know ................... 20 ( S pending ) Fortune ........................ 170 ( Deter mining ) Fortune and Resolve ....................................... 34Free Attacks .................................... 338 F renzy .............................. 138 , 190 , 339 Frightening ..................................... 138 F umble ........................................... 237 F umbled Casting ............................ 236 F umbles .......................................... 160 F urious Assault ............................... 138 F ury ................................................ 339 F ury ’ s Call ...................................... 224 GGal loping Trots .............................. 187 Gamble ........................................... 122 Game Text .......................................... 7 ( The ) Gamemaster .......................... 258 Gangr ene ........................................ 189 ( Optio ns : ) Gathering Food and Herbs ....................................... 127 Gender ed Career Names .................. 52 Gener al Advice ............................... 259 ( Optio ns : ) Getting Tired ................ 168 Ghost .............................................. 331 Ghostl y Howl ................................. 340 Giant .............................................. 320 Glitter ing Robe .............................. 250 Glor ious Reikland .......................... 266 Goblins ........................................... 326 ( The ) Gods ............................... 21 , 202 ( The Classical ) Gods ...................... 202 ( The Old ) Gods .............................. 202 ( The Provincial ) Gods ..................... 202 Gods of Reikland Table .................. 203 Gods of the Empir e ........................ 202 ( P rimary ) Gods of the Empire ....... 204Going to Mar ket ............................ 289 ( The ) Golden Rule ......................... 149 Goodwil l ......................................... 254 Gors ................................................ 331 Gossip ...................................... 51 , 123 ( The ) Grand Conclave .................... 204 Gr appling ....................................... 163 ( Optio ns : ) Grappling With Skills .. 163 Gr ave Robber ................................. 104 Gr eat Game Rules .......................... 151 Gr eat Fires of U ’ Zhul ..................... 248 ( The ) Greenskin Hordes ................. 325 Gr egarious ...................................... 138 ( The ) Grey Mountains .................... 267 Gr iffon ............................................ 321 ( The ) Grim , Dark Forests ............... 268 Gr imoires ....................................... 236 ( The ) Grissenwald .......................... 269 Gr ootscher Marsh .......................... 271 Gr ouped Skills and Specialisation .. 118 Gr ünburg ........................................ 281 ( The ) Grünberg Canal .................... 270 G uard ............................................. 110 ( Optio ns : ) Guilders ........................ 305 G unner ........................................... 138 G ust ................................................ 241 HHa ck ............................................... 298 ( The ) Hägercrybs ............................ 267 Haggle ............................................ 123 Hair Colour ...................................... 40 Hair Colour Table ............................ 40 Half-hear d Whispers ...................... 123 Halfling .......................................... 311 Halfling Clan N ames ........................ 39 Halfling Gods ................................. 215 ( P rimary ) Halfling Gods Table ....... 216 Halfling P riests ............................... 215 Halflings ........................................... 26 Halflings and Ogr es ........................ 312 Hand .............................................. 180 Har dy ..................................... 138 , 340 Hatred ............................................ 138 Hatr ed ( Target ) ...................... 190 , 340 Haunting Horror ............................ 256 Heal ................................................ 123 Healing ........................................... 181 Healing Cr itical Wounds ................ 181 Healing Hands ............................... 179 Healing Light ................................. 252 Healing Wounds ............................. 181 Hedge Witch .................................... 78 Heed N ot the Witch ...................... 226 Height .............................................. 40 Helmgar t ........................................ 285 Helpless Targets ............................. 162 Helspir e .......................................... 287 Henc hmen ...................................... 309Her balist ........................................... 79 Her bs and Draughts ....................... 307 High El ves ........................................ 27 ( The ) High Lords of the Reikland .. 276 Hippogr yph .................................... 321 Hir elings ......................................... 309 ( S ample ) Hirelings ......................... 309 Hit L ocations Table ........................ 159 ( Alternative ) Hit Locations ............ 310 Hoar frost ’ s Chill ............................. 227 Holthusen ....................................... 281 Hol y Hatred ................................... 138 Hol y Sites ....................................... 203 Hol y Visions ................................... 138 Hor ns ............................................. 340 Horses ............................................ 316 Ho w Much Rest ? .......................... 169 Ho wl of the Wolf ........................... 227 Huff er ............................................... 94 Human ........................................... 311 Humans ( Reiklander ) ....................... 25 Hungr y ........................................... 340 Hunter .............................................. 80 Hunter ’ s Eye ................................... 138 Hunter ’ s Hide ................................. 246 Hy dra ............................................. 322 II S aw The Sign ............................... 130 I llusion ............................................ 253 Immunity ........................................ 340 Imm unity to Psychology ................. 340 Impa ct ............................................ 298 Impale ............................................. 298Impassio ned Zeal ........................... 139 Impenetr able .................................. 300 Impla cable ...................................... 139 Impr ecise ........................................ 299 ( O ther ) Improvement Costs Table ... 43 In-fighter ........................................ 139 Inco me ............................................ 198 Inf ected .......................................... 340 Inf estation ...................................... 340 Ingr edients ...................................... 236 Injur y .............................................. 172 Inspir ing ................................. 139 , 224 Instinctive Diction .......................... 139 Initiativ e ( I ) ...................................... 34 Initiativ e Order ............................... 156 ( Rol l For ) Initiative ! ....................... 156 Intel ligence ( Int ) ............................... 34 Interr uptions ................................... 237 Intimidate ................................. 51 , 123 Introduction ....................................... 6 Intuitio n ......................................... 124 In vent ! ............................................ 199 In voke ............................................. 139 In vestigator ....................................... 64 I ron Jaw .......................................... 139 349Iron Will ......................................... 140 Itching Pox ..................................... 187 Item F laws ...................................... 292 Item Q ualities ................................. 292 It ’ s a Sin ! ......................................... 217 JJabbersl ythe .................................... 322 Jump Up ......................................... 140 KKeeping Up A ppearances ................. 51 Kemper bad ..................................... 282 King of the Wild ............................ 227 King pin ........................................... 140 Knight ............................................ 111 LL anguage ........................................ 124 ( The ) Language of Magick ............. 230 L anguages of the Old World Table 125 L ast Rites ....................................... 223 ( The ) Latest News .......................... 201 ( The ) Law ......................................... 23 L awyer .............................................. 55 L eader ............................................ 340 L eadership ................................ 51 , 126 Leaping .......................................... 166 L eaping , and Falling ....................... 166 L eaping Stag .................................. 227 L eg ................................................. 180 L etter on the Empire ........................ 20 Lie of the L and ....................... 251 , 267 Lifebloom ....................................... 252 Light ............................................... 241 Lightning Reflex es ......................... 140 Light weight .................................... 292 Limitatio ns ..................................... 236 Ling ering ........................................ 189 Linguistics ...................................... 140 Lip Rea ding .................................... 140 ( The ) Litany of Pestilence ............... 186 ( Optio ns : ) Little Prayers ................. 204 ( The ) Loathsome Ratmen .............. 336 L ocks and Lock Picks .................... 127 L ong Gaming Sessions ................... 171 L ord of the Hunt ............................ 227 L ore ................................................ 126 ( The ) Lore of Beasts ............... 232 , 245 Lore of Daemonology .................... 256 ( The ) Lore of Death ............... 232 , 246 ( The ) Lore of Fire ................... 232 , 247 ( The ) Lore of Heavens ............ 231 , 248 ( The ) Lore of Hedgecraft ....... 233 , 254 ( The ) Lore of Life ................... 231 , 251 ( The ) Lore of Light ................ 230 , 252 ( The ) Lore of Metal ................ 230 , 249 Lore of Necromancy ....................... 256 L ore of Nurgle ................................ 257 ( The ) Lore of Shadows ........... 231 , 253 Lore of Slaanesh ............................. 257 L ore of Tzeentch ............................ 257 ( The ) Lore of Witchcraft ........ 233 , 255 ( The ) Lorlay ................................... 287 ( Example : ) L ove ............................. 191 L uck ............................................... 140 MMagic ............................................. 229 Magic F lame .................................. 241 Magic Missiles ................................ 236 Magic Resistance .................... 140 , 340 Magic Rules .................................... 233 Magic S hield .................................. 244 Magic al ........................................... 340 Magic al Sense ................................. 140 Magnum Opus ............................... 140 Malaise ........................................... 189 Malignant Influences ...................... 236 Manann ’ s Bounty ............................ 222 Manif est Lesser Daemon ............... 256 Manticor e ....................................... 323 Mar ksman ...................................... 140 Marsh Lights .................................. 241 Mar tyr ............................................ 226 Master of Disguise ......................... 140 Master O rator ................................ 140 Master Tradesman .......................... 140 Medic al Attention .......................... 181 Melee .............................................. 126 Melee Weapon Groups ................... 296 Melee Weapons Table .................... 294 Memor ising Spells .......................... 234 Mena cing ........................................ 140 Mental Corr uption ......................... 340 Mer chant .......................................... 65 Messeng er ......................................... 89 Mimic ............................................. 141 Mindslip ......................................... 253 Miner ................................................ 81Minor Inf ection .............................. 187 Minotaurs ....................................... 332 Mir acles .................................. 222 , 340 Miracles of Manann ....................... 222 Mir acles of Morr ............................ 223 Mir acles of Myrmidia ..................... 223 Mir acles of Ranald ......................... 224 Mir acles of Rhya ............................ 225 Mir acles of Shallya ......................... 225 Mir acles of Sigmar ......................... 226 Mir acles of Taal .............................. 227 Mir acles of Ulric ............................. 227 Mir acles of Verena .......................... 228 Mir kride ......................................... 254 ( Major ) Misc ast Table .................... 235 ( Minor ) Misc ast Table .................... 234 Misfir es ! .......................................... 160 Mo nastery of the Holy Word ......... 285Mo ney ............................................ 288 Mo ney Slang .................................. 289 Mo ney to Burn ............................... 195 ( The ) Monstrous Beasts of the Reikland ................................... 317 ( Deter mining ) Motivation ................ 34 ( The ) Mountains , Foothills , and Vorbergland ............................. 267 Mounted Co mbat ........................... 163 Mo ving ........................................... 164 Mo ving During Combat ................ 165 Mo ve .............................................. 158 Mo ve Object ................................... 244 Movement ( M ) ................................. 35 Mo vement Modifiers ...................... 166 Mo vement Table ............................. 165 Mundane Aura ............................... 244 Mur mured Whisper ....................... 241 Mutable Metal ................................ 250 Mutant ........................................... 333 Mutatio n ........................................ 340 My stic ............................................... 82 My stifying Miasma ........................ 253 NN ame ................................................ 37 ( Clan ) N ame ..................................... 38 ( Elf ) Name Generator ...................... 39 ( D warf ) Names ................................ 38 ( Elf ) Names ..................................... 38 ( Halfling ) N ames .............................. 39 ( Human Reiklander ) N ames ............ 37 ( Human ) N ames and their Origins .. 38 N ausea ............................................ 189 N avigation ...................................... 126 ( Optio ns : ) Nefarious Plans ............... 41 N epenthe ........................................ 254 N et of Amyntok ............................. 252 N ight Vision ........................... 141 , 340 Nimble Fingered ............................ 141 N oble ................................................ 73 N oble Blood ................................... 141 N on-Career Advances ...................... 48 N ose ............................................... 180 N ose for Trouble ............................. 141 N ostrum ......................................... 254 ( The ) Nuln Standard ...................... 289 N umismatics ................................... 141 N un .................................................. 56 OOctagr am ........................................ 256 Ogr e ............................................... 312 O ld Salt .......................................... 141 ( The ) Old World ’ s a Stage .............. 128 Oops ! Table .................................... 160 Open L ock ..................................... 241 Opposed Tests ................................ 153 Opposed Tests and Fumbles ........... 160Opposing a Melee A ttack ............... 159 O rcs ................................................ 325 O rders ............................................. 203 Orientation ..................................... 141 O rphan White ................................ 281 O utcomes Table .............................. 152 Outdoor Survival ............................ 126 O utlaw ............................................ 105 Outnumbering ................................ 162 O verburdened ................................. 293 O vercasting .................................... 238 O ver-sized Items ............................ 293 PP acker ’ s Pox .................................... 187 P acks and Containers ..................... 301 P ainless ........................................... 340 P anhandle ....................................... 141 ( O ther ) Pantheons .......................... 202 P arry ............................................... 296 P art the Branches ........................... 255 P artial ............................................. 300 P arty ................................................. 41 P arty Ambitions ............................... 41 ( A chieving your ) Party Ambitions .... 42 ( L ong-Term ) Party Ambitions ......... 42 ( S hort-Term ) Party Ambitions ......... 41 P atrols ............................................... 23 P easants ...................................... 30 , 75 Pedlar ................................................ 90Pegasi .............................................. 323 P elt of the Winter Wolf .................. 227 P enance ........................................... 220 Penetrating ..................................... 298 ( The ) Peoples of the Reikland ........ 310 P erception ....................................... 127 P erfect Pitch ................................... 142 P erform ........................................... 127 Petrifying Gaze ............................... 340 P etty Magic .................................... 142 P etty Spells ..................................... 240 P harmacist ...................................... 142 P hâ ’ s Protection .............................. 253 ( Example : ) P hobia .......................... 191 P hysical Details ................................ 39 P hysician .......................................... 57 P ick Lock ....................................... 127 P igeons ........................................... 316 P ilot ................................................ 142 P istol .............................................. 298 P it Fighter ...................................... 112 P lay ................................................. 128 P oisoned ......................................... 169 P ol Dankels — Human Witch ....... 313 P olitics ............................................ 276 P ortal ’ s Threshold ........................... 223 ( The ) Powers That Be ....................... 22 P ox .................................................. 189 P ractical .......................................... 292Index Warhammer Fantasy ro leplay 350Pray ................................................. 128 Prayers ............................................ 217 ( Optio ns : ) Preach It , Sister ! ............ 218 P recise ............................................. 298 Prejudice ( Target ) ................... 190 , 340 Priest ................................................ 58 P roduce Small Animal .................... 241 P rone .............................................. 169 P rosthetics ...................................... 308 P rotagonist ..................................... 113 P rotection from Rain ...................... 241 P rotective Charm ........................... 255 P sychological Traits ........................ 190 P sychology ...................................... 190 ( Custo m ) Psychology ..................... 191 ( Optio ns : ) Psychology ...................... 43 P sychology Test .............................. 190 P ublic Speaker ................................ 142 P ublic Speaking .............................. 120 P ulling Your Blows ......................... 173 P ummel .......................................... 298 P ure Soul ........................................ 142 P urge .............................................. 248 P urify Water ................................... 241 P urple Pall of Shyish ...................... 246 P ursuit ............................................ 166 P ush ................................................ 244 RR acketeer ........................................ 106 R aise Dead ..................................... 256 R anald ’ s Grace ................................ 224 R andom Species Table ...................... 24 R anged ................................... 128 , 340 Ranged Combat ............................. 160 R anged Weapon Groups ................ 297 R anged Weapons Table .................. 295 R angers ....................................... 30 , 83 Rapid Reload .................................. 142 R at Catcher ...................................... 66 R at Ogres ....................................... 337 ( Giant ) R ats .................................... 315 Ratte Fever ..................................... 187 Rea ction Strike ............................... 142 Rea d/Write ..................................... 142 Reanimate ....................................... 256Rear ................................................ 340 Reco vering Fate and Resilience ...... 264 Reg enerate .............................. 252 , 341 ( The ) Reik ....................................... 269Reiker Marshes ............................... 271 Reikland Council ............................ 276 ( The ) Reikland Diet ........................ 277 ( Sample ) Reikland Estate ............... 278 ( The ) Reikland Estates ................... 277 ( The ) Reikwald ............................... 268 Relentless ........................................ 142 Religio n and Belief ......................... 202 Reloa d ............................................ 299Repeater ......................................... 298 Repel ling the Winds ....................... 237 Reputation ...................................... 201 Resear ch ......................................... 128 Resear ch and Libraries ................... 129 Resear ch Lore ................................. 201 Resistance ....................................... 143 ( S pending ) Resilience ..................... 171 Resilience & Resol ve ...................... 171 ( Regaining ) Resilience & Resol ve .. 172 Resolute .......................................... 143 ( S pending ) Resolve ......................... 171 ( The ) Restless Dead ........................ 327 Re versal .......................................... 143 Rh ya ’ s Children .............................. 225 Rh ya ’ s Harvest ................................ 225 Rh ya ’ s Shelter ................................. 225 Rh ya ’ s Succour ................................ 225 Rh ya ’ s Touch ................................... 225 Rh ya ’ s Union .................................. 225 Ric h Man , Poor Man , Beggar Man , Thief ...................................... 224 Ride ................................................ 129 ( The ) Rime Tree ............................. 282 Riposte ........................................... 143 Riv er Guide .................................... 143 Riv erfolk ..................................... 30 , 91 ( The ) Rivers , Canals , and Lakes ...... 269 Riv erwarden ..................................... 95 Riv erwoman ..................................... 96 Roa d Warden .................................... 91 Robust ............................................ 143 Rogues ........................................ 30 , 99 Roleplaying Games ............................. 6Roll to Hit ...................................... 158 ( The ) Root of The Problem ............. 286 Rot .................................................. 241 Rottfur t .......................................... 285 Roughr ider ..................................... 143 Ro ver .............................................. 143 Ro w ................................................ 129 ( The ) Ruinous Powers ...................... 21 R ules ............................................... 148 R ules Notes .................................... 259 R unning .......................................... 165 Rural Life ......................................... 22 SS ail .................................................. 129 S anctify ........................................... 246 S avant ............................................. 143 S avvy .............................................. 144 S cale Sheer Surface ......................... 144 Scatter ............................................ 163 S chädelheim ................................... 282 S chemer .......................................... 144 S childerheim .................................. 282 S cholar .............................................. 59 S cout ................................................. 83Screaming Skull .............................. 257 S cythe of Shyish ............................. 247 S ea Legs ................................. 144 , 223 Seaman ............................................. 97 S easoned Traveller .......................... 144 ( The ) Second Portent of Amul ....... 249 S econd Sight .......................... 144 , 233 Secret Identity ................................ 144 S ecret Signs .................................... 129 S eers ............................................... 248 S elling ............................................. 291 S ervant ............................................. 74 S et Trap .......................................... 130 S ettlements ..................................... 278 S hackles of Truth ............................ 228 S hadow ........................................... 144 ( Optio ns : ) Shadowing .................... 130 S hadowsteed ................................... 253 S hadowstep ..................................... 254 Shallya ’ s Tears ................................. 226 S harp .............................................. 144 S harpshooter .................................. 145 S hield of Myrmidia ........................ 224 S hield ............................................. 298 S hieldsman ..................................... 145 S hock .............................................. 242 S hoddy ........................................... 292 S hooting into a Group ................... 162 ( Optio ns : ) Shooting into Melee ..... 162 ( Rolepla ying ) Shopping Trips ......... 291 S hroom Boom ................................ 271 S hroud of Invisibility ...................... 254 S igmar ............................................ 202 S igmar ’ s Fiery Hammer ................. 226 S in and Wrath ................................ 218 S in Points ....................................... 217 ( The ) Singing Stones ...................... 287 ( The ) Sins of the Past ..................... 286 S ixth Sense ..................................... 145 S ize ......................................... 162 , 341 ( Using ) Size .................................... 341 ( The ) Skaag Hills ............................ 267 S keleton .......................................... 327 S kill Advances .................................. 47 ( What Are ) Skill Advances ? ............. 36 ( Co mplete ) Skill List ...................... 118 ( Master ) S kill List .......................... 118 ( Deter mining your ) Skill Level ...... 117 S kills ............................................... 117 ( Basic and A dvanced ) Skills ........... 117 S kills and Talents ...................... 35 , 117 ( Career ) Skills and Talents ............... 36 ( S pecies ) Skills and Talents .............. 36 S kittish ........................................... 342 S laves to Darkness .......................... 331 S layer ...................................... 114 , 145 Sleep ............................................... 241 S leight of Hand .............................. 130 S low ................................................ 299 ( Optio ns : ) Slow Manifestations ..... 185 S ly Hands ....................................... 242 S mall .............................................. 145 S mall Items .................................... 293 S muggler .......................................... 98 S nakes ............................................. 316 Sniper ............................................. 145 S notlings ......................................... 326 ( The ) Snow King ’ s Judgement ........ 227 S oldier ............................................ 115 S oul Vortex ..................................... 247 S oulfire ........................................... 226 S ounds ............................................ 242 S pear of Myrmidia ......................... 224 S pecial cases ................................... 162 S pecies .............................................. 24 S peed of Thought ........................... 253 S peedreader .................................... 145 S pell Lists ....................................... 238 S pellcaster ....................................... 342 S pells .............................................. 234 ( Giant ) S piders ............................... 315 S pring ............................................. 242 S printer ........................................... 145 Spy .................................................... 75 S tarcrossed ...................................... 249 S tatus ................................................ 49 ( Changing ) S tatus ............................ 50 ( Deter mining ) Status ........................ 50 ( Ear ning Money with ) Status ........... 51 ( Maintaining ) S tatus ........................ 51 ( The Effects of ) Status ..................... 50 S tay Lucky ...................................... 224 S tay Morr ’ s Hand ........................... 223 S teal Life ........................................ 247 S tealth ............................................ 130 S tealthy ........................................... 342 S teirlich Manor .............................. 284 S tep Aside ...................................... 145 S tevedore .......................................... 99 S timmigen ...................................... 282 S tirring Nurgle ’ s Cauldron ............. 188 ( The ) Stone ..................................... 285 S tone Soup ..................................... 145 S tormvermin ................................... 337 S tout-hearted ................................. 145 S tream of Corruption ..................... 257 S trength ( S ) ...................................... 34 S tride .............................................. 342 S trider ............................................. 145 S trike Mighty Blow ........................ 145 S trike to Injure ............................... 146 S trike to Stun ................................. 146 S trong Back .................................... 146 S trong Legs .................................... 146 S trong-minded ............................... 146 S trong Swimmer ............................ 146 S tudy a Mark .................................. 201 S tunned .......................................... 169 351Stupid ............................................. 342 S turdy ............................................. 146 S uave .............................................. 146 S uccess Levels ................................ 152 S uccess Levels in Combat .............. 159 S uper Numerate ............................. 146 S upportive ...................................... 146 S ure Shot ........................................ 146 S urgery ................................... 146 , 181 Surprise .......................................... 156 S urprise Talents ! ............................ 157 S urprised ........................................ 169 S wamp-strider ................................ 342 S warm ............................................ 342 S wift Passing .................................. 247 S wim .............................................. 131 ( Optio ns : The ) Swirling Winds ...... 238 S word of Justice .............................. 228 S ylvan Cousins ................................. 29 S ymptoms ....................................... 188 T T ail Attack ...................................... 342 T aking Your Turn ........................... 157 T alent Advances ............................... 48 T alent and Career Change XP Costs Improvement Table .......................... 49 T alent Format ................................. 132 ( Master ) Talent List ....................... 132 T alents ............................................ 132 ( Gaining ) Talents ........................... 132 T alents and Tests ............................ 149 ( R andom ) Talents Table ................... 36 T anglefoot ...................................... 227 T eeth .............................................. 180 T eleport .......................................... 244 T en Questions .................................. 42 T enacious ........................................ 147 T entacles ......................................... 342 T errifying ........................................ 244 T erritorial ....................................... 342 T error ( Rating ) ............................... 191 T error .............................................. 342 T ’ Essla ’ s Arc ................................... 249 T ests ............................................... 149 ( D ramatic ) Tests ............................. 152 ( S imple ) Tests ................................. 149 ( Optio ns : ) Tests Above 100 % ......... 151 ( The ) Teufel .................................... 270 Thief ............................................... 107 ( The ) Third Portent of Amul .......... 249 Thirst and S tarvation ...................... 181 ( The ) Three Tiers .............................. 49T iers and Standing ........................... 49 T imeline of the Reikland ............... 272 T iming ........................................... 156 T inker ............................................. 146 T iring ............................................. 299 T oes ................................................ 180 T omb Banshee ................................ 330 T ongue ............................................ 180 Tongue Attack ................................ 343 T ools and Kits ................................ 303 T ooth and Claw .............................. 227 T orn Muscles .................................. 179 T ouch Spells in Combat ................. 236 T ough ............................................. 343 T oughness ( T ) .................................. 34 T ower of Memories ........................ 146 T ownsman ........................................ 67 T rack ............................................... 131 Tracker ........................................... 343 ( Optio ns : ) Tracking Money ............ 290 T rade .............................................. 131 T rade Tools and Workshops ........... 305 T rained ........................................... 342 T raining .......................................... 199 T ransmutation of Chamon ............. 250 T rap Blade ...................................... 298 T rapper ........................................... 147 T rappings .......................................... 37 ( Car eer ) Trappings ............................ 37 ( Class ) Trappings .............................. 37 ( Miscel laneous ) Trappings .............. 308 ( Example : ) Trauma ......................... 191 T ravel ........................................ 22 , 261 Travel Events .................................. 262 T ravel by River ................................ 262 T ravel by Road ................................ 262 T ravel Costs .................................... 262 T ravel Prices ................................... 262 T ravel Times ................................... 262 T reason of Tzeentch ....................... 257 T rick Riding ................................... 147 T roll ................................................ 324 T ruth Will Out ............................... 228 Tunnel Rat ...................................... 147 T win-tailed Comet ......................... 226 T witch ............................................ 242 T wo-Weapon Fighting ................... 163 UU bersreik ........................................ 282 Ugl y ................................................ 292 U hland Bogs ................................... 271 U lric ’ s Fury ..................................... 227Unar med Combat ........................... 163 Unblemished Innocence ................. 226 Unbr eakable .................................... 298 Unco nscious ................................... 169 Undamaging ................................... 299 Undea d ........................................... 343 Ung ors ............................................ 332 Unquiet Dea d ................................. 328 Unr eliable ....................................... 293 Unshakable ..................................... 147 Unstable .......................................... 343U sing This Book ................................. 6 Unusual L earning ........................... 199 VV ampire .......................................... 330 V ampiric ......................................... 343 V anhel ’ s Call ................................... 257 V anquish the Unrighteous .............. 227 V arghulf .......................................... 329 V enom ............................................ 343 V ery Resilient ................................. 147 V ery Strong .................................... 147 V illager ............................................. 84 ( The ) Villages , Hamlets , and Holy Places .............................. 285 V omit .............................................. 343 V on Meinkopf ’ s Preeminent Probability Paraphernalia ................ 150 ( The ) Vorbergland .......................... 268 ( The ) Vorbergland Canals ............... 270 WW ait ! That ’ s not Fair ! ........................ 33 W allcrawler ..................................... 343 W ar Leader ..................................... 147 W ar Wizard .................................... 147 W ard ....................................... 244 , 343 Warden ............................................. 76 W arning .......................................... 242 W arpstone ...................................... 233 ( U sing ) Warpstone ......................... 237 W arrior Born .................................. 147 W arrior Priest ................................. 116 W arriors .................................... 30 , 107 Watchman ........................................ 68 W aterman ....................................... 147 W aterwalk ...................................... 223 W eakpoints ..................................... 300 ( S tarting ) Wealth Table .................... 37 W ealthy .......................................... 147 W eapon .......................................... 343 W eapon Damage ............................ 296W eapon Flaws ................................ 299 W eapon Length and In-fighting .... 297 W eapon Range ............................... 297 ( S ample ) Weapon Ranges .............. 297 W eapon Reach ............................... 297 W eapon Skill ( WS ) .......................... 33 W eapon Qualities ........................... 297 W eapons ......................................... 293 W eb ................................................ 343 W eissbruck ..................................... 283 ( The ) Weissbruck Canal ................. 270 W ell-prepared ................................. 147 W e ’ re Doomed ! .............................. 136 W hat ’ s Next ? ...................................... 7 W heburg ........................................ 283 W ho ’ s the Boss ? .............................. 126 Willpower ( WP ) .............................. 34 ( The ) Winds of Magic .................... 229 W inter ’ s Bite .................................. 228 W isdom of the Owl ....................... 228 W itch ............................................. 108 W itch ! ............................................ 147 W itch Hunter ................................... 92 Witch Magic .................................. 254 W itches ............................................ 21 W izard ............................................. 60 W olves ............................................ 317 W ood Elves ...................................... 28 W örlin ............................................ 286 W orn Items .................................... 293 W ounded ........................................ 189 W ounds ( W ) ............................ 34 , 172 ( Critical ) Wounds ........................... 172 ( Deter mining ) Wounds .................... 34 W ounds , Critical Wounds , and Death ....................................... 172 W rap ............................................... 299 W rath of the Gods ......................... 218 ( The ) Wrath of the Gods Table ...... 218 W recker .......................................... 100 W yvern ........................................... 325 W yssan ’ s Wildform ......................... 246 YY ear In , Year Out ............................ 195 Y ou Ain ’ t Seen Me , Right ? ............. 225 Y our Warhammer ............................... 7 Y ou ’ ve Got To Pray ! ........................ 218 ZZ ahnstadt ....................................... 286 Z ombie ........................................... 328Index cont I nue your adventures WI th ... Find out more about the adventures presented in Rough Nights and hard Days as well as o ther marvellous game expansions and a host of additional resources at www.cubicle7.co.uk
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