The crb for Warhammer has always been lacking in information on everyday items. This is a very useful tool at remedying it. The chapters on General Equipment, Special Equipment, Property & Business, and Treasures give excellent descriptions, pricing, and encumberance for things that adventurers and artisans might want to have to earn an income. From textile pricing to purchasing a bed frame, it is all in here. This book is a major improvement in the realistic aspect of the game and should be picked up by anyone looking to have a game that includes commerce and livelihood.
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I was on the bus one day and my friend had this book he was reading. It said Warhammer on the front. I asked him what it was and I’m gratefull I did! This book has helped me to get into the coolest game ever. I was thinking about starting D&D but with all those huge, confusing books and the restrictions to creativity, I was hesitant. With Warhammer You just by this book and maybe your army book and voila! All in all…..well, you saw my rating
If a System hasn’t been updated for 16 years and is because it is too good to be changed.
This is a good example. The update was not nearly as good.
many of the reviews on this page seem to be for the Warhammer Fantasy Roleplaying Game, published by hogshead whereas this is an entry for the Warhammer 40k wargame…very strange.
What can I say that hasn’t been said already? Well I’ll start off with the basics: WARHAMMER FOREVER! This is one of the most entertaining,fun and well-thought role-playing systems ever done!! I like how It’s a non-cliche’d,dark game where the p.c’s can get arrested for killing that mage who turns out to be the mayor(or someone else of importance)and I also like how the magic system is geared for an evil-themed game(which the p.c’s in my current campaign seem to like)I’ve been playing RPG’s for over seventeen years and this is a worthy investment for both your time and money. PS If your playing a mage character in this game play either a Demonologist or a Necromancer and you can’t go wrong!
Warhammer: Fantasy Role-Play (WFRP) is one of my all time favorite fantasy settings. As a hard-line GURPS freak, I take a lot of flak for that. I can understand why. Most GURPS fanatics hate WFRP character creation. It is rigid with little free choice, and is based on a random roll system, much like d20. I feel that it works for WFRP, and while many (perhaps most) GURPS players end up using GURPS in place of the WFRP system, I would never do that. WFRP works for game balance, it eliminates the rampant munchkinism of d20 and many other systems (including GURPS).
The setting is of course based upon the world of Warhammer Fantasy Battles. It is a grim world. Chaos Beasts will tear out your throat, secret cults infest the cities, Skaven armies hide in plain sight. Magic is rare, and those who use it are often hunted by witch hunters and burned at the steak. There is a definite Lovecraftian influence on the setting (hence I like it).
In WFRP the characters progress through a number of careers. In order to do so, they must earn enough experience points, learn the correct skills and obtain the needed Trappings (equipment). Characters start weak, but can eventually become powerful after taking the advances from two or more Advance Schemes. The only thing you need to think about in preparation for character creation is race: human, dwarf, elf, halfling or gnome. There is very little possible min/maxing. Class (a generalization of several careers) will be chosen based upon how well you roll for characteristics. Your Starting Career is rolled randomly upon the appropriate Class table (Rogue, Warrior, Ranger and Academic).
The rules are based upon percentile skill checks which in turn are based upon the characteristics of the character. That’s about all that is needed to be known.
Players often learn a hard lesson about combat. Too often, they jump in all gung-ho from too many years of DnD. There characters end up missing limbs, insane and eventually dead. Combat is VERY nasty in WFRP. The smart player will use combat as a last resort. For those characters that don’t die, there are insanity points. Collect too many and you go nuts.
My only gripe with the game is the magic system. Mages will find advancement slow and agonizing. In my humble opinion, that is not all bad, what is bad are the spells are little more than rough cut conversions from the paternal wargame. Realms of Fantazy, does little to fix this. But that is another review.
Counter weaves a tail that grabs you and keeps you turning pages. The ride is well worth the price of admission!
I dont know why Black Library ever took this out of production except to jack the price up a bit when they re-released it. Price aside it is a really fast paced and well executed book
This is a recent reprint of a very entertaining Warhammer 40k story. Ben Counter creates a vivid scene of a planet under Chaos influence. He brings the mystical effects of the Warp, daemons, Chaos pantheon rivalry, and the human inhabitants vying for control of the planet Torvendis.
Golgoth is the main tribal leader of the mountain humans fighting for control against
Lady Charybdia, who controls the main city on the planet. Helping Golgoth is Kron, an unknown sorcerer. Then there is Captain Amakyre from the Word Bearers Chaos Space Marines chapter hunting down Kron.
As the story develops, the mysteries and legends of the planet are provided. The reader then wonders if legends are just tales or have some part of truth to them. The history of the planet is revealed at the climatic end and the plot twists and turns make the book very entertaining science fiction, rich in the lore of Warhammer 40k.
The author has masterfully created life on a Chaos world. The emersion of the reader into this reality is total. I just hate that my favorite character gets killed.
Ben Counter’s Daemon World has an ambitious goal, to provide you a story based on a Chaos world. To allow you to experience and see Chaos first hand through the eyes of its followers. The story is set on a special Chaos world in the heart of the Eyes of Terror. Apparently it has some special significance to Chaos, a prized jewel that Chaos fights itself for possession. The story itself is told from a variety of viewpoints. Ben Counter has done an excellent job provide a very diverse set of viewpoints. You are presented with a warrior on a quest for revenge, a hedonistic depot, mysterious wanderer and a small contingent of Word Bearer Chaos Space Marines. The silent third perspective is a quasi narrator speaking of the legend of Torvendis and its greatest myth, the battle between Arguleon Veq and The Last.
Ben’s narrative structure is impeccable. The books has a steady pace, there are no slow points to be found. The characters are believable and enjoyable to read about. Naturally, there is more occurring than originally presented and by the end of the book, you witness a galaxy shaking event that alters the course of history. Daemon World is a great read but, I think it also fails at its primary goal, to show you Chaos.
The primary problem I have with this book is that the characters and the setting are so very rationale. They all operate with a rationale code of honor. If you had set this story on a feral world, swapped out some story details it would still work. There is nothing innately “Chaotic” about the characters or story. If anything the story feels like a dark tragedy, almost Shakespearean. All of the characters are striving towards a particular goal; whether it be revenge, power, even honor. They all exhibit some flaw that becomes their downfall. There is nothing unique or different than novels set in a non-Chaos setting.
Even the world of Torvendis seems less a Chaos world than it should. Yes, it does change on a daily basis, the trees move around, the planet has some questionable laws of physics, The City is suitable odd but nothing insane. In fact, I would say Torvendis is fairly tame compared to the description of other Chaos worlds. The greatest conceit in the description of Torvendis is that there have been so many wars that the very crust of the planet is made of the bones of the fallen, fused into stone. The ruler of the planet mines these bones so as to leech out their memory of their agonizing final moments and serve up these memories in worship of Slannesh. In the end, Torvendis doesn’t seem that surreal or dangerous. It doesn’t even seem up to par with an average Death World since there are tribes of people living on all corners of the planet. Jungle tribes in the jungle, seafarers on the sea, mountain people in the mountain, etc. On a Death World at least people are crammed into tiny outposts of humanity under seige. Torvendis appears to be a fairly populous planet and needs to be to feed the insatiable desires of Slannesh.
Honestly though, how do you describe Chaos. Chaos is inherently irrational. A coherent rational story is inimical to the irrationality of Chaos. In providing us an excellent and well structured story, Ben Counter stamped out Chaos. Perhaps writing a book showing the true nature of Chaos is impossible. Perhaps that is why the historians of Torvendis all go insane. Regardless, I enjoyed the book and would recommend it to others. But, I do not think it achieved its goal and honestly, a book truly depicting the experience of Chaos would be gibberish.
This book has chapters on currency, trade, arms, armour, equipment, transport and hirelings. Most of the chapters are expansions on material from the core rulebook. In some cases rules from the core rulebook are published here again. While convenient it adds to the page count and takes up space that could be used for more new material.
The chapter “Currency & Trade” was useful and interesting. The chapters on arms and armour were just more detailed descriptions of weapons fantasy RPG players already know and can read about in the core book.
The production quality of the book is high but the number of typos in the book make it look like it was rushed to production (something that I didn’t notice in the core rulebook).
Overall, it should make a good reference for the gamemaster who wants a few more unique items in the game and some pregenerated nonplayer characters.
I can’t help, but think that most of this rather short book should have just been part of the main book. Don’t by this book if you’re expecting stats for various weapons. (Some weapons have slightly different stats for good quality items, but that’s it.) It does have a fairly large section on hiring various professions. I’d only buy this book if you have cash to spare, and your group likes the official word on how much to pay for goods, and services. Otherwise buy Bestiary, get the magic book, or buy Sigmar’s Heirs.
The crb for Warhammer has always been lacking in information on everyday items. This is a very useful tool at remedying it. The chapters on General Equipment, Special Equipment, Property & Business, and Treasures give excellent descriptions, pricing, and encumberance for things that adventurers and artisans might want to have to earn an income. From textile pricing to purchasing a bed frame, it is all in here. This book is a major improvement in the realistic aspect of the game and should be picked up by anyone looking to have a game that includes commerce and livelihood.
Old World Armoury is by far one of the weakest books in the Warhammer Fantasy Roleplay series. The book itself adds very little setting or flavor to the game and focuses mostly on toys for players and GMs alike. There are some interesting tidbits about medicine in the Warhammer Fantasy setting and some equipment details that are interesting reading but the information and additional rules are mostly superfluous. The optional custom weapons and armour rules are the main focus of the book and allow players and GMs who want to make their own weapons to do so but they are just that – more rules to worry about and not necessary in any way to the game.
Overall Old World Armoury adds little to the Warhammer Fantasy Roleplay game that a little bit of cosmetic dressing on the hands of inventive players or GMs couldn’t do.
this book is a great read for anybody that is starting in warhammer, if you are a veteran player, though, you might want to subscribe to white dwarf instead. the book is informative about almost any army, the magic, the units and the history of warhammer and the grudges that the races have with each other.
a must buy for warhammer fans!
fantastic book from the man who worked as deputy editor for GW’s citidel journal… and may I add, put so much bloody sweat and beer into it that it actually got out on time for the few month’s he was there… (nice one)
…anyhow, the book, ignore the front cover (not my fav piece of artwork) but you should never judge a book by it’s cover.. a fantastic read, very imformitive and enlightening and great for both new player and old veterans.
a definate buy for all GW or warhammer fans!
I was so dissapointed after reading this book. I read every single part word for word and did not learn anything. At the same time, I could not put it down. I guess thats the story of my life. And what was that stuff about chickens all about.
This book wasn’t bad. Being an experienced reader of Warhammer fantasy i would not reccommend this title for other experienced or hardcore readers of WHFB. However, it would be a great foundation for newcomers to the Warhammer fantasy universe. Overall, the illustrations are quite good and it was a nice refresher – 3 stars.
This book gives a great overview of the entire world of Warhammer – covering all the races, their motivations and backgrounds, history (including a timeline) and culture. The art was a bit bright and fancy, but I came away aghast with the depth of this world.