The wait is over and Cubicle 7 has delivered. Through some kind of sorcery they have managed to bring Warhammer into the modern age and maintain the tone and feel of the old games.
Back are the popular percentile system using D100s. In order to pass a simple skill test you have to roll equal to or below your skill level. So if you are using your Agility score of 45 to jump over an obstacle you must roll a 45 or below on a D100.
Success Levels (SL)
Previous called “degrees of success” in 2nd edition, this value has become of prime importance in calculating several important actions, such as attacks and damage. It measures the full amount of “10s” that you succeed or fail by on the dice to measure the effectiveness of your test. If your skill is 49 and you roll a 21, you have a SL of 2. If you roll again on that same skill and you roll a 95 you have a -4SL since that is a hard fail.
Gone is the “whiff” factor of 2e, where low skill players facing low skill enemies miss each other several rounds in a row. Now each attack in combat is an opposed roll between the participants. If an attacker rolls on Weapon Skill and gets a success of 2SL and you compare that to the defender who succeeds as well on a 3SL then the defender has won the round and takes no damage. This type of opposed roll comparing SLs also means that even if both parties miss, damage can still be dealt and there can be a winner of each round. While some people might have a problem with the logic of this, I am fine with it for two reasons: keeping the flow of the game swift and for the cinematic aspect of picturing the players in desperate sword fight where every move of the blade matters.
Careers make a comeback, expanding upon the much loved careers of 2e. Now instead of gaining advances on your stats through XP and moving onto an advanced career, each career has four levels and you can stay or advance as you wish. It also is a lot easier to completely change careers. Unhappy with your rat catcher and want to become a knight? You certainly can, with the GM’s permission of course. I personally would allow such a drastic advance as long as there is a good roleplaying reason for it.
Spell casting has been simplified, where instead of rolling D10s and seeing if you beat the power level of the spell’s description you now measure your Success Level on your Comprehend Languages (Magick) skill. If you know you can’t cast your spell like this you can make a Channeling Test to gather the winds of magic each turn and when your SLs match the casting number (CN) of the spell it then goes off.
The Old World of Warhammer makes its return, taking place before the “End Times” story arch and the disappointing Age of Sigmar. The rulebook focuses the attention on the social and political atmosphere of the Reikland, the capital province of the human kingdom of The Empire. This makes sense as both a limit of scope in describing the world of Warhammer to new players and as a diverse sandbox to immense players in as it provides cities, sewers, swamps, forests, rivers, mountains, farmlands, villages, and more in an area easily managed by a GM.
I imagine later they will expand upon this in future supplements but it is a good size toolbox to pull from.
Cubicle 7 have done a wonderful job with Warhammer 4e and any fan of Warhammer will be pleased. Jim Davis from WebDM sums up the new edition perfectly:
“I think it’s a worthy successor to the WFRP tradition and clearly draws inspiration from prior editions while improving upon those aspects of the game that were notorious problem areas. Everything I’ve read so far makes me want to play this game and see how it does in delivering that classic WFRP experience.” – Jim Davis
As an added bonus I have created a form fillable pdf character sheet for online use. Its a far cry from a Roll20 or Fantasy Grounds sheet with roll macros in it, but it will allow for shareable electronic character sheets.