TEXT: 1
  UP IN ARMS
  A GRIM AND PERILOUS GUIDE FOR KNIGHTS,
  MERCENARIES, AND SOLDIERS OF ALL STRIPES
  
  2
   Design and Writing: Dave Allen, Eoin Burke, Pádraig Murphy, Ciarán O’Brien, 
  Clive Oldfield, Anthony Ragan, Simon Wileman
   Illustration: Mauro Alocci, Benoît Blary, Alessandro Boer, Domenico Cava, Álvaro Jiménez Hernández, Dániel Kovács, 
  Antonio De Luca, Yugin Maffioli, Sam Manley, Andrea Tentori Montalto, JG O’Donoghue, Scott Purdy
   Cover: Sam Manley 
   Layout: Mary Lillis 
    Editors: Lynne M. Meyer, Christopher Walz 
   Proofreaders: Eoin Burke, Lynne M. Meyer
    Cubicle 7 Business Support: Tracey Bourke, Elaine Connolly, Jennifer Crispin, Andrena Hogan, 
  Donna King, Kieran Murphy, and Cian Whelan
   Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, David F Chapman, Walt Ciechanowski,
  Tim Cox, Zak Dale-Clutterbuck,  Runesael Flynn, Dániel Kovács, Tim Huckelbery, Elaine Lithgow, TS Luikart, 
  Dominic McDowall, Sam Manley, Pádraig Murphy,  Ceíre O’Donoghue, JG O’Donoghue, and Christopher Walz
   Creative Director: Emmet Byrne
    Publisher: Dominic McDowall
  Special thanks to the Games Workshop Team
  Published by: Cubicle 7 Entertainment Ltd, Unit 6, Block 3, 
  City North Business Campus, Co. Meath, Ireland. Printed in China.
  No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any  
  form by any means, electronic, mechanical, photocopying, recording or otherwise without the  
  prior permission of the publishers.
  Last Edited: 14 March 2022  
  Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2022. Warhammer Fantasy Roleplay 4th Edition, the Warhammer 
  Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated 
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  Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved.
  CREDITS
  
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  CONTENTS
  UP IN ARMS
  An introduction to Up in Arms, your guide to 
  Warriors of the Old World.
  Introduction ................................................4
  On the Boil ..................................................5
  SOLDIERS OF ALL STRIPES
  Military life in the Empire, the experiences of 
  Soldiers, and new military Careers.
  Armies of the Empire ..................................6
  Uniforms and Equipment............................8
  Everyday Life ..............................................8
  On Campaign ..............................................9
  New Careers ................................................9
  KNIGHTS OF THE EMPIRE
  A guide to the Knightly Orders of the Old 
  World, their culture, and new Knightly Careers.
  A Knight’s Trappings ................................29
  Careers.......................................................31
  Freelance ....................................................31
  Knights of the Blazing Sun .......................32
  Knights of the White Wolf .......................34
  Knights Panther ........................................36
  DOGS OF WAR
  A guide to Mercenaries, their role in warfare in 
  the Old World, and new Mercenary Careers.
  Mercenaries ...............................................40
  Land Of Mercenaries ................................41
  Origins ......................................................42
  The Role of Mercenaries ............................42
  Careers.......................................................44
  TILEA AND TILEAN CHARACTERS
  A guide to lands of Tilea, a timeline of its storied 
  history, and rules for creating Tilean Characters
  Tilea, the Land and her People..................50
  Tilean Mercenaries In The Empire............55
  Creating Tilean Characters .......................55
  Tilea Timeline ...........................................57
  THE CULT OF MYRMIDIA
  An introductio to Myrmidia, the goddess of 
  Strategy and Warfare, her follows and faith
  The Faith in War .......................................61
  The Cult in the Empire .............................65
  Figures important to the Cult ...................66
  Beliefs ........................................................68
  Strictures of the Cult .................................70
  Relations with other Cults .........................71
  Worshippers ..............................................72
  Initiation ....................................................73
  Minor Orders of Myrmidia .......................75
  Zealots of Myrmidia ..................................75
  Temples .....................................................76
  Sacred Relics..............................................77
  Priest of Myrmidia ....................................78
  Miracles of Myrmidia ................................79
  AN ALTERNATIVE
  APPROACH TO INJURY
  Updated rules for Critical Wounds and Injuries.
  Wounds, Critical Wounds, and Death .......80
  Wounds .....................................................80
  Death .........................................................82
  Critial Wound Tables ................................83
  THE QUARTERMASTER’S STORE
  New Equipment and Weapons to outfit the 
  soldier with enough coin to afford it.
  A Soldier’s Burden .....................................87
  New Qualities and Flaws ..........................89
  The Shield Quality ....................................90
  Basic Weapons ...........................................90
  Shields .......................................................92
  Cavalry Weapons .......................................93
  Fencing Weapons ......................................93
  Brawling Weapons .....................................94
  Flail Weapons ............................................95
  Parrying Weapons .....................................95
  Polearms ....................................................96
  Two-Handed Weapons .............................97
  Ammunition ..............................................98
  Gunpowder Weapons ................................99
  Blackpowder Weapons ............................101
  Blackpowder Ammunition ......................102
  Engineering Weapons .............................103
  MOUNTED COMBAT
  Updated and clarified rules for fighting from 
  horseback — or atop more exotic beasts
  Animal Care ............................................105
  Expanded Mounted Combat Rules .........105
  Training ...................................................106
  My Province for a Horse! ........................107
  Exotic Mounts .........................................107
  HIRE ‘EM — FIRE ‘EM
  A guide to Hirelings, their use in games, and 
  tables for generating unique NPCs
  Hired Goons ...........................................110
  Hired Brains ............................................110
  Hireling Profiles  .....................................113
  ARTILLERY AND DAMAGE
  TO STRUCTURES
  New Siege Weapons and updated rules for 
  damage to structures.
  Sample Structures ....................................118
  Attacks on Structures ..............................120
  Siege Weapons ........................................122
  New Weapon Qualities or Flaws .............125
  PURSUITS OF EXCELLENCE
  More detailed rules for Pursuits.
  Breaking from Combat ............................127
  Pursuits ....................................................127
  Complex Pursuits ....................................128
  Obstacles .................................................130
  AI: GROUP ADVANTAGE
  Group Advantage ....................................133
  AII: WARRIOR ENDEAVOURS
  Warrior Endeavours ................................137
  AIII: NEW AND UPDATED 
  TALENTS
  New and Updated Talents .......................140
  Index........................................................142
  
  I
  4
  UP IN ARMS
  
  I
  5
  On the BOil
  The second section of the book consists of alterative and 
  expanded rules with a focus on combat and the Warrior 
  Class. These rules fall into two categories.
  New or expanded rules are given for Advantage, Pursuits, 
  Critical Injuries, Weapons, Damaging Structures and 
  Mounted Combat. These rules sections are intended to 
  stand in for the relevant rules in the WFRP Core Rulebook. 
   
  Additional rules are given for Endeavours, and 
  Class Talents. These are intended to be options that 
  GMs can add to the existing rules if they see fit. 
   
  In all cases these rules should only be implemented if the 
  GM agrees to their use.
  At the end of the book is a summary of Talents that 
  require rethinking in the light of other rule changes. 
  For example the Flee! Talent will have more utility using 
  the new Pursuit rules than it does in the WFRP Core 
  Rulebook, and the Crew Commander Talent is entirely 
  new to the Artillerist Career. Rather than scatter these 
  Talents throughout the book they are compiled in their 
  own appendix. 
  UP IN ARMS
  The Warrior Class contains some of the most iconic 
  careers in Warhammer Fantasy Roleplay. This is as book 
  intended for GMs and players of Warrior Characters. 
  The book contains information on what it is like to 
  be a common soldier of the Imperial State Troops, or 
  a mercenary, willing to fight for whatever province 
  can afford their fees. An examination of the Empire’s 
  many orders of Knighthood provides comprehensive 
  information on the nation’s elite cavalry.
  A lengthy article on the Cult of Myrmidia, with more 
  attention lavished on the goddess than before. Her links 
  with characters past and present is explained. How did 
  she inspire Leonardo di Miragliano? Did she show 
  Ennio Mordini how to cheat death? How have her cult 
  incorporated the tactical advice of outsiders to the cult, 
  such as the High Elf Allurian or Berndt Lavaspear?
  For the first time a detailed history of Tilea considers 
  the development of the Myrmidian cult alongside 
  varied legends regarding the foundations of that land. A 
  gazeteer and timeline of Tilea helps introduce this sunny 
  southern realm, and the many regiments of mercenaries 
  raised there.
  INTRODUCTION 
  •
  •
  
  II
  6
  SOLDIERS OF
  ALL STRIPES
  •
  •
  Uri and Hans they were chattin’
  about their new company captain.
  Though she’s aristocratic
  she’s no knowledge of tactic,
  but an honourable sort, they agreed.
  Now Uri and Hans push up weeds.
  —Popular nursery rhyme
  For all the pageantry, chivalry, and glorious tales of battle, 
  when it comes down to it, wars are won by the rank and 
  file, the footslogger. Of all the stories of dashing cavalry, 
  noble charges, and swift manoeuvres, battles usually hinge 
  on the humble infantryman refusing to give, standing 
  staunchly in the blood and guts of their fellows, dying for 
  another’s cause, on the orders of their betters.
  ARMIES OF THE EMPIRE
  The foot soldier makes up the bulk of Imperial forces. 
  Without the nobility of knightly orders, the flamboyance 
  of the pistolier, and the hard science of the artillery, the 
  infantry are usually recruited from the lower rungs of 
  society. For peasants the army might be their only chance 
  to leave their local area, for a desperate street thug their 
  only course away from a life of crime, for a respectable 
  farmer a genuine chance to see the world.
  Standard regiments — halberdiers, handgunners, sword, 
  pike, and spear — usually recruit those without talent 
  for anything else. These troops can be trained quickly, 
  especially in emergencies, and can replace casualties 
  without upheaval. More exclusive regiments, such as 
  archers and Greatswords, might already possess their 
  specialist equipment and abilities when recruited.
  
  II
  7
  SOLDIERS OF ALL STRIPES
  Raising an aRmy
  The armies of the Empire are raised on behalf of the 
  provinces and great cities. This does not always happen 
  directly, however. Any number of nobles, towns, cults, and 
  other interests have good reason to raise regiments if they 
  can afford it; after all, despite the Empire’s pretensions to 
  progress, political power usually derives from the exercise 
  of military might.
  Many established great noble families have maintained a 
  regiment for generations. Though this brings prestige and 
  power, it is very expensive. Aspiring nobles often found 
  regiments to help announce their credentials as major 
  players at court. This has caused the ruin of many an over-
  ambitious noble over the years.
  City charters are sometimes granted on the condition 
  that a regiment must be maintained and placed at the 
  disposal of the province. Other cities raise them anyway, 
  to ensure their influence and independence. Regiments 
  may be raised directly by the head of a Grand Province, 
  and these are effectively the personal guard of the Elector 
  Count. Some are raised by one of the Imperial cults, 
  ostensibly to defend the Empire, but actually to advance 
  that cult’s political power — the rival Cults of Sigmar 
  and Ulric are especially fond of sponsoring soldiers.
  Because of the expense, only the wealthiest and most 
  ambitious nobles or the largest cities can keep a regiment 
  together permanently. Many regiments do not pay their 
  troops over the winter, requiring the soldiers to fend for 
  themselves. Other regiments are raised in emergencies 
  and disbanded once the crisis in question is over. In times 
  of peace, troops are paid a small retainer and are expected 
  to train in their own time, meet up a few times each year 
  to drill, and be ready to mobilise at short notice. This is a 
  perfect arrangement for an adventurer.
  LoyaLties
  Recruits are required to make an oath upon entering their 
  regiment. The wording varies greatly across the Empire 
  but is usually dedicated to a selection of the gods, the 
  Emperor, the province and its Elector, the regiment, and 
  their fellow soldiers.
  Regiments attempt to instil a certain pride among their 
  ranks, but this rarely gets by the cynicism of the average 
  soldier. Despite such cynicism, all soldiers know that 
  when the fighting starts their best chance of survival is to 
  stand fast next to their comrades-in-arms.
  The history of a regiment is key to its prestige. Many 
  regiments credit themselves with convoluted and dubious 
  histories going back even to the time of Sigmar, and 
  new regiments often borrow the history of old, famous 
  regiments from the same area. Battle honours, a list of all 
  the battles a regiment has fought, are memorised by its 
  soldiers and often displayed on its standard.
  The occasion when fierce loyalty to the regiment is most 
  on display is when soldiers are confronted by those of a 
  rival regiment. This inter-regimental rivalry is sometimes 
  focused on tournaments like archery contests, wrestling, 
  and Middenball, but sometimes it spills over into less 
  formal pursuits. When carousing soldiers of different 
  regiments meet it almost always ends in a bloody brawl. 
  Fortunately, soldiers are apt to follow the unwritten rules 
  and are usually too shrewd to draw their weapons.
  OATH OF THE BÖGENHAFEN 
  HALBERDIERS
  I swear to Sigmar that I shall fight with fire in my heart
  I swear to my Emperor that I shall stand against his enemies
  I swear to the Reikland that I shall protect her people
  I swear to my fellow Halberdiers that I shall not flee the field
  
  II
  8
  UP IN ARMS
  UnifoRms and eqUipment
  Many recruits begin their military careers relatively well 
  equipped. Regiments supply a recruit’s needs, or lends 
  them the money to buy equipment, on the understanding 
  that it will come out of their future wages — with 
  interest. Often this equipment is poor quality, taken from 
  dead comrades or looted from the enemy. Of course, it is 
  in no one’s interest to equip soldiers with weapons that 
  might break, but many everyday items are likely to have 
  the Shoddy Flaw. Most uniforms supplied to new recruits 
  may have seen better days, and have the Ugly Flaw. 
  Generals want to win wars. They may be corrupt, or prone 
  to cutting corners, but it is in their interests to command 
  effective fighting forces. When a recruit requires expensive 
  equipment it may possess the Shoddy, Unreliable, or Bulky 
  Flaws. For this reason, soldiers are always on the lookout 
  for opportunities to acquire better equipment or make 
  money back. No self-respecting soldier would steal from 
  their comrades, but this rarely extends to soldiers of rival 
  regiments or the possessions of the dead. Selling liberated 
  equipment to the quartermaster is common.
  Throughout their career, soldiers progressively upgrade 
  their belongings. They realise that the quality of their gear 
  can make all the difference on campaign. 
  Colours
  The provinces have their own colours, so an army might 
  be expected to look uniform. However, if a noble sponsors 
  a regiment, they make sure that their troops can be 
  distinguished, using sashes, feathers, and other devices in 
  their heraldic colours. Cities outfit their troops in the city 
  colours. Whilst the troops of the Reikland tend to wear 
  off-white clothing, the troops of Altdorf wear blue and 
  red uniforms, and the merchants of Bögenhafen pay for 
  expensive purple fabrics.
  A regiment might have an official colour scheme and 
  even restrictions on the cut and design of its uniforms. 
  Inconsistency and availability of certain dyes, the personal 
  choice of an individual, items looted from the enemy, 
  scarcity of other equipment, all serve to make a regiment 
  a hodgepodge of shades and designs. 
  Officers are not required to wear the uniform and are 
  famous for dressing in colours that starkly contrast with 
  the regiment’s colours, as a show of bravery.
  eveRyday Life
  When not on campaign, army life varies depending on 
  the role of the regiment. Many armies, especially those 
  raised by cities, are used as garrisons and to patrol the 
  streets. These are available at short notice to face whatever 
  danger or disorder should occur. These troops are fed by 
  the regiment and might only get one day per week or 
  perhaps a week in every eight, off duty. These troops tend 
  to be better trained, as there is little else to do. Many 
  garrison forces never leave their home cities. Getting 
  married is a sign of responsibility and maturity, so when 
  they do marry, these troops are often given a pay rise and 
  allowed to live away from the barracks.
  When not on campaign the soldiers of certain regiments, 
  especially those raised by rural nobles or smaller towns, 
  simply live their normal lives. The regiment meets up just 
  once per week for training and then the soldiers return to 
  their farms. They are given a small retainer for this duty 
  but are expected to earn their living elsewhere. This suits 
  the sponsors of the regiment who can honestly claim to 
  have a thousand soldiers at their disposal, while not paying 
  a penny. This can also suit soldiers who might be better 
  off working other jobs while waiting to be mobilised.
  on Campaign
  On campaign, life is tough. Armies must travel hundreds 
  of miles with little indication of when or even how they 
  might be getting home. The footsloggers must cover 
  every inch under their own steam, carry all their kit, and 
  even forage for their own food. Long forced marches, 
  makeshift camps, unsanitary conditions, rampant disease, 
  hostile territory, aloof officers, a terrifying foe, any number 
  of factors can make waging war a disconcerting as well as 
  dangerous experience.
  Soldiers develop a cynical attitude and sardonic humour 
  all their own and it is this sort of experience that enables 
  them to relate to other soldiers, sometimes even deadly 
  enemies, better than they can relate to civilians.
  
  II
  9
  SOLDIERS OF ALL STRIPES
  NEW CAREERS
  Several new careers are provided in this book. If using the 
  random career tables on WFRP pages 30–31 to generate 
  a career refer to the following table to see if the career 
  generated has further options. If it does, roll again to see 
  if one of the careers in this book should apply instead.
  A player can always opt to remain in the first career 
  generated, so if a player generates a Pedlar they do not 
  need to see if they are a Camp Follower, and if they do 
  wish to see if they can become a Camp Follower they 
  might well discover that they are a destined to remain a 
  humble Pedlar after all. Besides that, the careers are all 
  still common to the Empire, and players can enter these 
  careers as experience and circumstances allow.
  Example: Gerd Braun is a randomly generated Character. 
  When rolling for career Gerd generates a 98, meaning that 
  he is a Soldier. Gerd decides to roll again to see what sort of 
  Soldier he is. His second roll is 57, so Gerd is an Archer.
  10 SKILLS?
  Newer careers in Warhammer Fantasy Roleplay materials have 
  tended to list ten skills in the first tier rather than eight as in 
  the WFRP Core Rulebook. 
  Whilst there are ten options, to advance through a career only 
  eight need to be improved, as explained in the WFRP Core 
  Rulebook. This is intended to provide a bit more variety in 
  approaching a career, particularly in the early tiers.
  deseRtion
  Though Imperial soldiers swear to serve unwaveringly for 
  the duration of their term, desertion is not uncommon. 
  Deserters can live well, using whatever money they have 
  saved to set themselves up in some quiet corner of the 
  Old World, or beyond. Some live to regret their decision, 
  however, ending up as outlaws or criminals or joining 
  ragtag mercenary companies, unable to escape the life of 
  a soldier. Some, of course, become adventurers.
  Received wisdom within the regiment is that deserters will 
  be hounded to the ends of the world. News often spreads 
  through the ranks of a deserter being caught in some 
  exotic locale and strung up from the nearest convenient 
  tree, but this is more often a fabrication to encourage the 
  others to abide by their oath. Practically, the regiment has 
  better things to do than hunt down deserters. Provided 
  they keep their head down, and are sensible about it, 
  there is little chance of a deserter being caught, short of 
  having the bad luck to bump into erstwhile colleagues in 
  a tavern or similarly unlucky coincidence.
  CAREER
  OPTIONAL ROLL
  ACADEMICS
  Engineer
  01–75: Engineer 
  76–00: Artillerist
  Scholar
  01–85: Scholar 
  86–00: Cartographer
  RANGERS
  Pedlar
  01–75: Pedlar 
  76–00: Camp Follower
  WARRIORS
  Cavalryman
  01–75: Cavalryman 
  76–00: Light Cavalryman
  Knight
  01–55: Knight 
  56–65: Freelance 
  66–70: Knight of the Blazing Sun 
  71–85: Knight of the White Wolf 
  86–00: Knight Panther
  Soldier
  01–40: Soldier 
  41–50: Archer 
  51–75: Halberdier 
  71–85: Handgunner 
  86–90: Greatsword 
  91–96: Pikeman 
  97–00: Siege Specialist
  Warrior Priest
  01–85: Warrior Priest 
  86–00: Warrior Priest of Myrmidia
  NEW CAREERS
  
  II
  10
  UP IN ARMS
  ARCHER
  Halfling, High Elf, Human, Wood Elf
  Employing strength and skill in equal measure, you bring 
  finesse and accuracy to the battlefield.
  Respected for their skill and command of the battlefield 
  or disdained for their unwillingness to get involved in the 
  nitty gritty, archers pride themselves on being apart from 
  (and even better than) the usual rabble that joins the army. 
  Anyone can hold a halberd or fire a handgun, they say, but 
  it takes years of training to be an archer. 
  ARCHER ADVANCE SCHEME
  WS
  BS
  S
  T
  I
  Ag
  Dex
  Int
  WP
  Fel
  h
  h
  h
  CaReeR path
  h Bowman – Silver 1
  Skills: Athletics, Climb, Consume Alcohol, Dodge, 
  Endurance, Language (Battle), Perception, Play (Horn), 
  Ranged (Bow), Stealth (Rural)
  Talents: Accurate Shot, Fast Shot, Strong Back, 
  Warrior Born
  Trappings: Quiver and 10 Arrows, Bow, 
  Dagger, Pack, Uniform
   Archer – Silver 3
  Skills: Gamble, Gossip, Melee (Basic), Outdoor 
  Survival, Track, Trade (Fletcher)
  Talents: Drilled, Etiquette (Soldiers), 
  Marksman, Sure Shot
  Trappings: Headgear, Sword, Quality Bow
   Archer Sergeant – Silver 5
  Skills: Cool, Leadership, Navigation, Ride (Horse)
  Talents: Combat Aware, Sharpshooter, 
  Sniper, Unshakeable
  Trappings: Symbol of Rank, Quality Uniform
   Archer Captain – Gold 1
  Skills: Lore (Warfare), Secret Signs (Scout)
  Talents: Inspiring, Seasoned Traveller, 
  Stout-hearted, Warleader
  Trappings: Letter of Commission, Light Warhorse 
  with Saddle and Tack, Symbol of Rank
  ‘Eight days it takes to train a handgunner, they say, eight 
  days! It took me eight years just to learn to draw a bow.’
  – Ute Schuetz, Pfeildorf Archers
  ‘They say us archers are no good in a one-on-one fight but I 
  could defeat the greatest pit fighter in Altdorf, as long as we 
  started far enough apart.’
  – Ned Hamfist, Lumpin Croop’s Fighting Cocks
  
  II
  11
  SOLDIERS OF ALL STRIPES
  Though seen as a bit backwards by urban folk used to 
  blackpowder and shining armour, the archer is more 
  trusted in the countryside, and peasants see them as one 
  of their own.
  Archers are the lightest of foot troops, often used to scout 
  and forage. They are better able to live off the land, which 
  means they get the best food. They also have a reputation 
  for being able to act on their own initiative, and able to 
  find their way to the battle even through the most difficult 
  terrain. An army in enemy territory relies on its archers far 
  more than other troops might admit.
  Archers take pride in their skills, and regularly hold 
  competitions within companies and regiments, testing 
  accuracy at a variety of distances. The finest archers 
  are invited to represent their regiment in provincial 
  championships.
  non-hUman aRCheRs
  Human archers are never to be underestimated, but the 
  non-Human ones are the most feared. The Halflings who 
  fight under the name of Lumpin Croop’s Fighting Cocks 
  are a group of mercenary scouts who command high 
  prices, although they are thought lucky rather than highly 
  competent and are as famed for their entertaining banter 
  as for their skill with a bow.
  The Elves of the forest are known for loose formations 
  of archers who use the terrain to their advantage and 
  whose success is down to individual accuracy rather than 
  massed volleys. They are credited with such prodigious 
  accomplishments of archery that reports of their deeds are 
  hard to believe. They never turn up at Human tournaments, 
  however, because they are never invited. Unlike their 
  Wood Elf cousins, High Elves are famous for close ranks 
  of archers, said to dim the sky with their massed arrows.
  When not campaigning with their regiment, an archer will 
  have plenty of opportunity to undertake adventure. Their 
  skill with a bow will always be useful. The stealth of that 
  weapon and its range gives any party an edge over their 
  foes. Archers are also used to travelling light and living off 
  the fruits of their marksmanship.
  The Deathjacks
  The Deathjacks are a regiment of elite archers from 
  Stirland. Originally patrolling the area around the city 
  of Wurtbad, their influence has grown to cover much of 
  central Stirland. 
  More importantly, they are the scout regiment for the 
  provincial army. As much as they have earned respect for 
  their exploits on the field of battle, they have especially 
  proved their worth in scouting and foraging.
  They are without peer when making surreptitious raids on 
  the enemy. They also have a reputation for raiding their 
  own army’s supply train, if that is what it takes to keep 
  them comfortably fed, although they might deny this as 
  vicious rumour.
  
  II
  12
  UP IN ARMS
  GREATSWORD
  Human
  Skilfully wielding your vicious zweihänder, you are the greatest 
  of all the Empire’s foot soldiers.
  Greatswords are the signature elite infantry of the Imperial 
  armies, the most prestigious and feared of all the Empire’s 
  foot soldiers. They forsake the shield to wield huge 
  zweihänder swords, ensuring their combats are short and 
  deadly whichever way they go. Their large, two-handed 
  weapons are unwieldy, so Greatswords need to be swift 
  and athletic to compensate. For this reason, they dress in a 
  much looser formation than other foot soldiers.
  GREATSWORD ADVANCE SCHEME
  WS
  BS
  S
  T
  I
  Agi
  Dex
  Int
  WP
  Fel
  h
  h
  h
  CaReeR path
  h Greatsword Cadet – Silver 1
  Skills: Athletics, Consume Alcohol, Cool, Dodge, 
  Endurance, Gossip, Language (Battle), Melee (Basic), 
  Melee (Two-handed), Play (Drum)
  Talents: Coolheaded, Drilled, Strong Back, Warrior 
  Born
  Trappings: Dagger, Metal Breastplate, Uniform, 
  Zweihänder 
   Greatsword – Silver 3
  Skills: Gamble, Intimidate, Lore (Heraldry), Melee 
  (Any), Outdoor Survival, Perception
  Talents: Combat Reflexes, Etiquette (Soldiers), Fearless 
  (Any), Strike Mighty Blow
  Trappings: Full Plate Armour, Large Feathered Hat
   Greatsword Sergeant – Silver 5
  Skills: Intuition, Leadership, Navigation, Ride (Horse)
  Talents: Combat Aware, Enclosed Fighter, 
  Unshakeable, Warleader
  Trappings: Manual on the art of Zweihänder fighting, 
  Quality Zweihänder, Symbol of Rank
   Greatsword Captain – Gold 1
  Skills: Charm, Lore (Warfare)
  Talents: Commanding Presence, Inspiring, Public 
  Speaking, Stout-hearted
  Trappings: Letter of Commission, Light Warhorse with 
  ‘In the name of Sigmar, and his Empire, I swear to serve 
  my captain, and my regiment, and I swear never to take a 
  backward step in the face of any enemy or suffer dishonour, 
  shame, and the disdain of my fellows.’
  – Carroburg Greatsword Oath
  
  II
  13
  SOLDIERS OF ALL STRIPES
  Together with their fame, Greatswords have accrued a 
  reputation for arrogance and a disdain for other types of 
  soldier. The Greatswords, of course, claim this reputation 
  comes merely through the jealousy of their inferiors.
  Because the zweihänder requires a completely different 
  technique to a one-handed sword, there is much study 
  and discussion of the correct way to fight with them. This 
  debate seems to go on endlessly within the ranks. The issue 
  has become a virtual science with many published treatises 
  on the art. The old Estalian masters are considered to be 
  the ultimate authority on the subject. Some Greatswords 
  have been known to affect an Estalian accent when they 
  feel the need to impress.
  piCked tRoops
  Traditionally, members of the Greatswords are personally 
  picked by noble lords from among the champions of the 
  troops. To gain such promotion, a soldier must distinguish 
  themself in the eyes of officers, or accomplish heroic feats. 
  Greatsword regiments often garrison the castles of nobles 
  or form their bodyguards on the battlefield. Such 
  troops swear oaths never to cede ground to the 
  enemies of the Empire and to protect their lord 
  at all costs. Greatsword veterans who abide by 
  their oaths are often rewarded with knighthood.
  The Carroburg Greatswords
  The Carroburg Greatswords have a reputation for 
  implacability and bravery going back to the great siege 
  of Carroburg, when Reiklanders defended the city from 
  Middenlander invaders. Their uniforms were so stained 
  with the blood of friend and foe alike that they have 
  worn deep red uniforms ever since. To this day, the 
  Carroburg Greatswords consider that they fight for 
  Sigmar himself and the regiment recruits very 
  few devout Ulricans.
  On entering the ranks, a recruit must swear an oath to 
  Sigmar and to the Empire never to take a single backwards 
  step in the face of the enemy. This oath is taken very seriously, 
  and overly-literally. While other Greatswords have drills 
  that involve backwards movement, the Carroburgers do 
  not. This stubbornness on the battlefield seems to colour 
  their attitude to many aspects of life.
  A Greatsword might have trouble justifying their 
  adventuring when they have made an oath to their 
  regiment and they are a vital troop in the defence of the 
  Empire. Perhaps they are on a mission to right a wrong. 
  A matter of honour is exactly the sort of motivation they 
  would take so seriously. Perhaps they have even become 
  disillusioned with military service.
  ‘The Greatswords are far too full of themselves. So what if they 
  never take a backward step in the face of the enemy? It’s not like 
  the rest of us spend all our time running away, is it? First thing 
  they ever taught me in the Halberdiers was don’t run away. 
  You don’t hear us shouting about it all the time.’
  – Holger Kass, 1st Bögenhafen Halberdiers
  
  II
  14
  UP IN ARMS
  HALBERDIER
  Dwarf, Halfling, Human
  Famously reliable, you are a stalwart of the infantry, and not 
  to be trifled with.
  The mainstay of all Imperial armies, Halberdiers are 
  found in forces the length and breadth of the Empire, 
  and beyond. They have a reputation for reliability and 
  grit and make a formidable sight on the field of battle, 
  massed closely together with their imposing weapons. 
  The Halberdier takes heart from fighting in large groups 
  of tightly formed units, where they benefit from the reach 
  of the halberd while not suffering too much from a lack 
  of manoeuvrability.
  ‘Would you prefer a spear or an axe?’
  ‘Yes.’
  – Old Halberdiers’ joke.
  HALBERDIER ADVANCE SCHEME
  WS
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  h
  Career Path
  h Halberdier Recruit – Silver 1
  Skills: Athletics, Consume Alcohol, Cool, Dodge, 
  Endurance, Language (Battle), Melee (Basic), Melee 
  (Polearm), Perform (Parade), Play (Drum)
  Talents: Diceman, Drilled, Strong Back, Warrior Born
  Trappings: Dagger, Halberd, Leather Breastplate, 
  Uniform
   Halberdier – Silver 3
  Skills: Climb, Gamble, Gossip, Intimidate, Outdoor 
  Survival, Perception
  Talents: Enclosed Fighter, Etiquette (Soldiers), Fearless 
  (any), Strike Mighty Blow 
  Trappings: Metal Breastplate, Helmet, Quality Halberd
   Halberdier Sergeant – Silver 5
  Skills: Intuition, Leadership, Navigation, Ride (Horse)
  Talents: Combat Aware, Unshakeable, Stout-hearted, 
  Warleader 
  Trappings: Symbol of Rank, Quality Uniform
   Halberdier Captain – Gold 1
  Skills: Charm, Lore (Warfare)
  Talents: Inspiring, Public Speaking, Seasoned Traveller, 
  Commanding Presence
  Trappings: Letter of Commission, Light Warhorse with 
  Saddle and Tack, Quality Sword, Symbol of Rank
  
  II
  15
  SOLDIERS OF ALL STRIPES
  ‘The greatest manoeuvre you can ever do with a Halberd, I 
  learned from an old Tilean veteran. Watch carefully. Take the 
  dough, add the sauce, some sliced sausage, a bit of cheese, then 
  place the blade of your weapon in the fire, like so, for a few 
  minutes until the crust is golden brown.’
  – Holger Kass, 1st Bögenhafen Halberdiers
  Though unwieldy and difficult to master, the halberd is a 
  prodigious weapon in the hands of a trained halberdier. 
  What it lacks in manoeuvrability it makes up for in reach 
  and what it lacks in finesse it makes up for in sheer power. 
  Though received wisdom has it that a Halberdier is not 
  as effective a fighter in close order, Halberdiers have 
  developed a method of fighting one-on-one and pride 
  themselves on being a match for anyone armed with a 
  sword and shield.
  The Death’s Heads
  The Ostermark Death’s Heads is the most famous 
  Halberdier regiment in the Empire. It was founded 
  around 500 years ago during the First Vampire Wars, 
  formed from troops who came together to defend Essen 
  against the forces of Vlad von Carstein. They wore black 
  and red, and hid their faces behind death’s head masks to 
  keep their identities secret. They distinguished themselves 
  throughout the Vampire Wars and keep their excellent 
  reputation to this day. They still wear death’s head masks 
  when going into battle, striking fear into their enemies.
  As with many soldiers, getting involved in adventure 
  might seem to go against the thrust of their career, but a 
  soldier’s life can afford some opportunities. The regiment 
  might be stood down for the winter, or for an indefinite 
  period of peace. The Halberdier might decide that the 
  soldier’s life is not for them after all and be on the lookout 
  for another career.
  They might also be identified as a reliable and 
  resourceful sort who could be sent on a special 
  mission on behalf of the regiment, or one of its 
  officers. Sometimes no one can go undercover as 
  a hapless, common peasant quite as well as a hapless, 
  common peasant.
  The Sons of the Reik 
  Also known as Altdorf ’s Company of Honour, the Sons 
  of the Reik are an elite unit and the city’s most famous. 
  They have a reputation for being dashing on the field, but 
  also somewhat belligerent on the Street of One Hundred 
  Taverns. Certainly, the company has a long and storied 
  history and an impressive litany of battle honours.
  The regiment supposedly recruits only the best and the 
  bravest from the city’s other regiments. However, these 
  days, there is some controversy surrounding its recruiting 
  practices. It might be easier to buy one’s way in by 
  greasing palms than by spilling blood.
  Von Kragsburg Guard
  Unusually, the Von Kragsburg Guard of Averheim 
  is a regiment founded by nobility that functions as a 
  mercenary company. This is very much frowned upon by 
  other nobles, but ‘Dirty Duke’ von Kragsburg does very 
  well out of it. Ultimately, the company is well trained 
  and well run with a great reputation in the field. It has 
  battle honours stretching all across the Empire and well 
  beyond. Such a unit will always find paying customers.
  
  II
  16
  UP IN ARMS
  HANDGUNNER
  Dwarf, Halfling, Human
  Wielding a handgun, you bring death to your enemies from 
  long range — or at least put the fear of Sigmar into them.
  The Handgunner is a comparative newcomer to the 
  Imperial army. Though they have been around for 
  hundreds of years, they are not yet entirely trusted by the 
  rest of the military. Even so, as technology advances, they 
  have become increasingly effective on the battlefield and 
  are fielded in the Imperial armies in ever greater numbers.
  HANDGUNNER ADVANCE SCHEME
  WS
  BS
  S
  T
  I
  Ag
  Dex
  Int
  WP
  Fel
  h
  h
  h
  ‘They are unreliable, noisy, full of hot air, and they leave a 
  foul smell behind them. And their guns aren’t much better.’
  – Holger Kass, 1st Bögenhafen Halberdiers
  Career Path
  h Handgunner Recruit – Silver 1
  Skills: Athletics, Consume Alcohol, Cool, Dodge, 
  Endurance, Language (Battle), Melee (Basic), 
  Perception, Play (Flute), Ranged (Blackpowder)
  Talents: Accurate Shot, Gunner, Marksman, Sniper
  Trappings: Dagger, Handgun, Uniform
   Handgunner – Silver 3
  Skills: Climb, Gamble, Gossip, Intuition, Outdoor 
  Survival, Trade (Gunsmith)
  Talents: Drilled, Etiquette (Soldiers), Fast Shot, Rapid 
  Reload
  Trappings: Large Feathered Hat, Quality Handgun
   Handgunner Sergeant – Silver 5
  Skills: Leadership, Navigation, Ranged (Engineer), 
  Ride (Horse)
  Talents: Combat Aware, Sharpshooter, Sure Shot, 
  Unshakeable
  Trappings: Symbol of Rank, Quality Uniform
   Handgunner Captain – Gold 1
   Skills: Charm, Lore (Warfare)
  Talents: Inspiring, Seasoned Traveller, Stout-hearted, 
  Warleader 
  Trappings: Letter of Commission, Light Warhorse with 
  Saddle and Tack, Symbol of Rank
  
  II
  17
  SOLDIERS OF ALL STRIPES
  ‘We had some Nordlander archers on our left and the Altdorf 
  Handgunners on our right as the Greenskins approached. I was 
  fearing the worst, I don’t mind telling you. On the command, 
  the archers loosed their arrows and the Handgunners fired. 
  More Greenskins on the left fell, that’s for sure. But it was the 
  ones on the right who ran.’
  – Holger Kass, 1st Bögenhafen Halberdiers
  Firing and maintaining a handgun is a complex and 
  involved process. Handgunners tend to shroud their jobs 
  in mystique and ritual, leaving the uninitiated to consider 
  it almost like magic. The finer points of manufacture of 
  weapons and blackpowder are heavily guarded secrets. To 
  this day, many of the Empire’s simpler folk are frightened 
  of blackpowder weapons. Some point to the fact that 
  Handgunners need only a few weeks training before 
  taking the field as testament to how simple their process 
  actually is.
  For many years the presence of Handgunners in the 
  Empire’s armies, and those of the Dwarfs for that matter, 
  brought fear to the battlefield. Many of the Empire’s 
  enemies have now got used to the weapon and are not so 
  wary of it. Even so, a volley of gunfire from well-drilled 
  massed ranks is an awe inspiring and terrifying spectacle.
  Handgunners can make good adventurers, given time 
  away from their regiment. As well as the usual expertise 
  and discipline of a trained soldier, their specialist 
  equipment will give a party an edge in ranged combat 
  and bring a certain fear-factor to the fight. Though do not 
  expect them to be so useful on stealthy or surreptitious 
  missions.
  The Nuln Ironsides
  The Nuln Ironsides are a product of the Imperial 
  Gunnery School’s search for military advances. They are 
  an elite regiment hand-picked from other Handgunner 
  regiments and equipped with the best equipment the 
  Imperial Gunnery School has to offer. Not only do they 
  carry state of the art handguns, but they wear heavy 
  armour. This is a telling factor when they engage with 
  rival ranged troops, but also makes the difference if they 
  are ever drawn into melee.
  The Fireloques of Ferlangen 
  A troop of deadly accurate handgunners that have fought 
  throughout Ostland, often under the army banner of the 
  Elector Count himself. Wearing the black and white of 
  their home province the Fireloques of Ferlangen bear no 
  formal insignia, but superstitiously decorate their hats 
  and uniforms with the bones of fallen comrades and 
  other good luck charms. 
  Even amongst the stubborn Ostlanders, the Fireloques 
  of Ferlangen have gained a reputation for tenacity, 
  holding their gun line and unleashing volleys of fire into 
  approaching foes. Their refusal to surrender the flank 
  against Skaeling marauders during the three-day Battle 
  of the Littered Bones earned them the nickname of Skull 
  Clubbers, as without gunpowder for the entire last day 
  they resorted to using their guns as blunt weapons.
  
  II
  18
  UP IN ARMS
  ARTILLERIST
  Dwarf, Halfling, Human
  You bring the big guns to the fight. You maintain and fire 
  artillery and understand the best use of blackpowder.
  The pride and joy of the Empire, its artillery is famed 
  for an awe-inspiring spectacle that strikes fear into the 
  heart of all her enemies. However, artillery regiments 
  do not possess the glamour of the knightly orders or 
  the Greatswords. It is hard graft involving heavy lifting, 
  fetching, carrying, and tedious excavation. Despite this, 
  it is vital to the Empire’s war effort and artillerists see 
  themselves as the unsung heroes of the Empire’s armies.
  ARTILLERIST ADVANCE SCHEME
  WS
  BS
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  Ag
  Dex
  Int
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  Fel
  h
  h
  h
  ‘I haven’t noticed any smell of manure — why is it even 
  relevant?’
  - Ludmilla Krabbe, old artillerist on being 
  asked about the noise of battle
  Career Path
  h Apprentice Artillerist – Silver 1
  Skills: Animal Care, Cool, Drive, Endurance, Evaluate, 
  Language (Battle), Melee (Basic), Navigation, 
  Perception, Ranged (Blackpowder, Catapult, Crossbow or 
  Engineering)
  Talents: Marksman, Rapid Reload, Strong Back, 
  Warrior Born
  Trappings: Dagger, Leather Apron
   Artillerist – Silver 3
  Skills: Consume Alcohol, Gamble, Gossip, Outdoor
  Survival, Ranged (Blackpowder, Catapult, Crossbow
  or Engineering), Trade (Carpenter or Gunsmith)
  Talents: Crew Commander, Etiquette (Soldiers),
  Orientation, Sniper
  Trappings: Weapon (Any), Telescope, Tools, Uniform
   Artillerist Captain – Silver 5
  Skills: Intuition, Leadership, Lore (Artillery), Ride
  (Horse)
  Talents: Combat Aware, Read/Write, Tinker, 
  Unshakeable
  Trappings: Symbol of Rank, Quality Uniform
   Master Artillerist – Gold 1
  Skills: Charm, Lore (Warfare)
  Talents: Inspiring, Public Speaking, Seasoned Traveller, 
  Stout-hearted
  Trappings: Artillery piece and Limber, Letter of
  Commission, Light Warhorse with Saddle and Tack, 
  Map, Symbol of Rank
  
  II
  19
  SOLDIERS OF ALL STRIPES
  ‘I have fought in many wars, been overrun by ravenous 
  beastmen, tortured by greenskins, seen the very air warped 
  by daemons, but I have never been on the receiving end of 
  cannon fire, thank Sigmar.’
  – Ludmilla Krabbe 
  The firepower of the Imperial army is only matched, and 
  of course surpassed, by that of the Dwarfs. The Dwarfs 
  have had a long head-start on developing their great 
  weapons of war, but the Humans believe they are catching 
  up fast. Dwarven artillerists are welcomed into the ranks 
  of the Imperial army, in the knowledge that they will be 
  expert and reliable, but also in the hope that they might 
  reveal some of their secrets.
  The Imperial Gunnery School
  The vast majority of the Empire’s artillery pieces are forged 
  at the Imperial Gunnery School in Nuln. A sprawling 
  array of smelters, factories, and forges dominates the city, 
  belching clouds of soot into the air and turning the night 
  sky red. This is the centre of the industry in the Empire.
  The Empire’s best artillerists are also trained here, and the 
  Imperial Gunnery School is a pride of the city, proving 
  to its citizens, once more, that it is better than Altdorf. 
  Graduates of the school are respected and welcomed into 
  every army in the Empire for their training and expertise.
  Adventuring might seem an odd choice for an artillerist, 
  especially as a cannon or other great weapon is not 
  very convenient to drag around. But an artillerist does 
  possess a good all-round set of skills and talents and have 
  a range of outdoor skills. They would get respect from 
  other members of the military and unlike most military, 
  would be decently educated and able to hold their own in 
  conversation with scientists and engineers.
  An artillerist could get dragged into investigating 
  wrongdoing or an evil conspiracy as easily as the next 
  adventurer. After all, bravery in the face of the enemy and 
  an inquiring mind are all an adventurer ever requires and 
  artillerists must possess both attributes. And perhaps, in 
  certain circumstances, they might even get to bring their 
  cannon along.
  the state of the aRt
  Though various forms of artillery have been used for 
  millennia, innovations occur all the time. Some of the 
  more exotic pieces of artillery are detailed below. See page 
  125 for rules for artillery.
  Organ Gun
  The Organ Gun is the pride of Dwarven engineering. It 
  comprises a number of barrels that are fired simultaneously. 
  It usually has four or five barrels, though accounts tell of 
  Dwarf holds protected by nine-barrel (and even greater) 
  Organ Guns. The weapon strikes fear into the enemy by 
  combining massive firepower with Dwarf reliability.
  Flame Cannon
  The Dwarven Flame Cannon is a dangerous weapon, 
  sometimes even to its own side. It fires a stream of 
  pressurised oil towards the enemy while attempting 
  to ignite it. If all goes well, the results are deadly and 
  terrible. Though not a blackpowder weapon, the famous 
  Flame Cannon counts as an artillery weapon.
  Many diplomatic missions have travelled from Altdorf 
  and Nuln to various Dwarf holds offering generous 
  trade deals in return for the secret of the Flame Cannon, 
  though always without success. One artillerist, sent 
  to the mountains to steal such secrets, was returned to 
  the Empire, barely recognisable, burned to a crisp by 
  the weapon whose secrets she sought. A note from the 
  Dwarfs was enclosed, apologising for an unfortunate 
  accident.
  Hellblaster Volley Gun
  It’s not just the Dwarfs who create such fantastical 
  blackpowder weapons. The Imperial College of Engineers 
  in Altdorf is always experimenting with novel and 
  pioneering cannons. The Hellblaster Volley Gun is an 
  Imperial slant on the Organ Gun. The Volley Gun only 
  fires three barrels at once but is arranged in a triangle 
  of three banks of three barrels. This means it can fire 
  three times before it needs reloading. Unfortunately, the 
  weapon is notoriously unreliable and is prone to jamming, 
  or worse, at crucial moments.
  
  II
  20
  UP IN ARMS
  ‘Care to buy this gold ring plucked from the finger of a dead 
  Bretonnian? Well, no, it’s not that golden, and no, he wasn’t 
  that Bretonnian … and no, he wasn’t that dead, either.’
  – Felix Ramml, Camp Follower
  ‘Don’t point out her lack of breeding and uncouth manners. 
  Don’t blanch at her unsophisticated chatter. After all, she’s 
  married a captain, and that’s as good as she is. Not to mention, 
  she’ll gut you with the knife she conceals in her bodice.’
  – Idle chatter at the officers’ ball
  CAMP FOLLOWER
  Dwarf, Halfling, High Elf, Human, Wood Elf
  You accompany armies on campaign, looking for adventure, 
  protection, or just an angle.
  The logistics of military manoeuvres can be near 
  incomprehensible. Like mobile cities, the armies of the 
  Old World rely on complex supply chains and strict 
  organisation to keep them fed and supplied. Much of 
  this is directly under the remit of the army. But private 
  enterprise is always on the lookout for profit, so much of 
  any army will be made up of an eclectic band of hangers 
  on, pedlars, bawds, tradespeople, artisans, and charlatans. 
  Many of these can be described using other careers, but 
  those dedicated to following the troops without any 
  specific trade or vocation come under the auspices of 
  Camp Follower.
  CAMP FOLLOWER ADVANCE SCHEME
  WS
  BS
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  I
  Ag
  Dex
  Int
  WP
  Fel
  h
  h
  h
  Career Path
  h Ribaud – Brass 1
  Skills: Charm, Consume Alcohol, Dodge, Entertain 
  (Any), Gossip, Haggle, Melee (Any), Outdoor Survival, 
  Perception, Perform (Dance)
  Talents: Attractive, Beneath Notice, Blather, Dirty 
  Fighting
  Trappings: Bed Roll, Dagger, Pack
   Camp Follower – Brass 4
  Skills: Athletics, Bribery, Endurance, Gamble, Ranged 
  (Any), Stealth (Rural)
  Talents: Diceman, Etiquette (Soldiers), Rover, Stone 
  Soup
  Trappings: Tent, Quality Hat
   Seasoned Scavenger – Silver 1
  Skills: Cool, Intimidate, Intuition, Language (Any)
  Talents: Seasoned Traveller, Sturdy, Unshakeable, Very 
  Resilient
  Trappings: Quality Clothing
   Camp Chief – Silver 4
  Skills: Evaluate, Leadership
  Talents: Inspiring, Public Speaking, Stout-hearted, 
  Strong-Minded
  Trappings: Riding Horse with Saddle and Tack, Ring of 
  Camp Followers
  
  II
  21
  SOLDIERS OF ALL STRIPES
  DEAD 
  CONCERNED
  Camp Followers have a varying reputation. Many are 
  simply honest traders making a living by supplying 
  soldiers. The presence of a nearby army is a ready market 
  for their goods, and it makes sense for them to stick by 
  it, for safety and profit. Others are not so honest, taking 
  advantage of the naïveté of recruits and the scarcity of 
  supplies to profiteer or pass off shoddy wares. These petty 
  charlatans live on their wits, of course, as exploiting the 
  heavily armed and belligerent is not always the wisest 
  business plan.
  Some are specialist tradesmen and crafters performing 
  many of the services vital to the functioning of an army, 
  from blacksmiths to gunsmiths, tailors to cobblers. Armies 
  generally employ their own labour for many of these 
  purposes but a skilled artisan with a good reputation can 
  charge a premium, especially when the quality of their 
  work can be a matter of life and death. Reputations, good 
  and bad, are quick to travel within an army and veteran 
  soldiers are discerning customers.
  Many Camp Followers are the partners and children of 
  the soldiers themselves. Some soldiers consider this to be 
  the best way to look after their family and it offers them 
  some of the comforts of home while on campaign. These 
  Camp Followers are also able to make money in addition 
  to their partner’s military pay by acquiring a trade useful 
  to the army. Others make money by performing similar 
  functions and, getting used to such a way of life, look to 
  marry into the army.
  The presence of a large contingent of followers is a 
  blessing and a curse for the army. On the one hand, they 
  perform much needed jobs, often more efficiently than 
  the army can manage in-house, and they enhance morale. 
  On the other, they need to be defended, which involves 
  diverting resources from other duties, and their presence 
  can be unpredictable as they do not have the discipline 
  and the respect for orders that soldiers do.
  Life in the camp resembles that of a small town, with many 
  of the same sort of interactions and interdependencies. 
  There is the added complexity that the physical structures 
  are temporary, and everyone is living under the threat of 
  imminent attack. Not surprisingly, in a society dedicated 
  to soldiering, life there can be nasty, brutal, and short. 
  Many will perform whatever sordid and lowly services 
  they can for whoever will pay.
  With a reputation for rudeness, opportunism, and 
  dishonesty, Camp Followers are treated with disdain 
  by the more respectable citizens of the Empire and 
  avoided. The established pecking order is as complex 
  and as difficult to navigate as in any city, but much more 
  dangerous, and whatever meagre status one can acquire is 
  bitterly fought for.
  The ruthlessness of the camp is never more in evidence 
  than in the aftermath of battle. The poorest and most 
  desperate pick their way across the battlefield cruelly 
  stripping the dead and dying from both sides of whatever 
  items of value they can find, left behind by the scavenging 
  victorious soldiers. This is where the Camp Follower’s 
  reputation for greed and brutality is earned.
   
  0
  Captain Rudolf Ratzenberger has been in a simmering 
  secret feud with rival Captain Felice Fullermann ever 
  since she bested him in a duel for the Regimental Cup. 
  He needs someone who can sniff around skeletons 
  in closets and find something dishonourable. Anything 
  remotely scandalous will do, even if you must resort 
  to entrapment.
   
  0
  The enemy seem to know everything about us and 
  seem to know our movements almost before we make 
  them. Someone must be passing this information on. 
  We need you to spread rumours and misinformation 
  throughout the camp in a way that will pinpoint 
  precisely where the leaks are coming from.
  
  II
  22
  UP IN ARMS
  CARTOGRAPHER
  Dwarf, Halfling, High Elf, Human, Wood Elf
  You are hired to survey and map far flung locations. The more 
  the area is in need of mapping, the more dangerous the job is 
  likely to be.
  As the world gets more sophisticated there is a need 
  to map it in increasing detail. Whether this involves 
  exploring largely unknown lands and making sweeping 
  maps of the general area or going into exacting detail 
  over small tracts in petty land disputes, cartographers are 
  increasingly in demand.
  ‘Night was falling, so me and the lads crawled through the 
  mud, past the enemy lines, dispatched a couple of beasties on 
  our way. And when we got to the post, there was just a single 
  survivor there, quill in hand, hunched over a rock. We told 
  him we had to get out of there quick. He asked for twenty 
  minutes more as he needed to finish off a particularly tricky 
  set of contours.’
  – Holger Kass, 1st Bögenhafen Halberdiers
  CARTOGRAPHER ADVANCE SCHEME
  WS
  BS
  S
  T
  I
  Ag
  Dex
  Int
  WP
  Fel
  h
  h
  h
  Career Path
  h Surveyor – Silver 1
  Skills: Art (Cartography), Climb, Evaluate, Lore 
  (Geography), Melee (Basic), Navigation, Outdoor 
  Survival, Perception, Ride (Horse), Stealth (Rural)
  Talents: Artistic, Orientation, Read/Write, Rover
  Trappings: Vellum, Writing Kit
   Cartographer – Silver 3
  Skills: Charm, Endurance, Gossip, Haggle, Lore 
  (Heraldry), Trade (Cartographer)
  Talents: Bookish, Coolheaded, Flee!, Strider (Any)
  Trappings: Horse with Saddle and Tack, Theodolite
   Chartered Cartographer – Silver 5
  Skills: Intuition, Language (Guilder), Research, Secret 
  Signs (Guilder)
  Talents: Seasoned Traveller, Etiquette (Guilders), 
  Nimble-fingered, Unshakeable
  Trappings: Letter of Charter, Quality Travel Clothes
   Master Cartographer – Gold 1
  Skills: Language (Any), Lore (Any)
  Talents: Dealmaker, Stout-hearted, Master Tradesman 
  (Cartography), Magnum Opus
  Trappings: Study, Quality Theodolite
  
  II
  23
  SOLDIERS OF ALL STRIPES
  No one needs maps more than the military. They have an 
  insatiable requirement for whatever ones they can get and 
  they have the money to commission more. Many of the 
  Empire’s cartographers learn their trade in the military, 
  either employed directly in the ranks or contracted as an 
  outsider. The artillery is the most appreciative of good 
  maps which allow them to target their machineries of 
  destruction with greater accurately.
  Older cartographers generally tire of such a perilous 
  lifestyle and many set themselves up as urban 
  professionals taking less interesting — but often more 
  lucrative — work, commissioned by wealthy landowners, 
  businesses, and governments. Whereas a noble would 
  traditionally commission portraits of their family by the 
  finest artists they can afford, aspiring merchants are as 
  likely to commission maps of their holdings and their 
  trade routes, and every town needs a large map of the 
  borough displayed in the town hall.
  The science of mapmaking is still in its infancy and many 
  maps are little more than pictures or rough plans. Good 
  draughtsmanship is harder to find and accurate maps 
  are often underappreciated. New-fangled devices like 
  theodolites are now must-haves for any self-respecting 
  cartographer, allowing much more accuracy but requiring 
  painstaking and methodical measurements. 
  Keen cartographers will always find opportunities for 
  adventure. Any exploration or exotic journey would 
  benefit from having a cartographer along. The further 
  afield the travel, the more necessary this might be. A good 
  number of jobs might require exacting drawings or plans, 
  in the name of science or larceny, and this can lead to all 
  different types of adventure. Simply being commissioned 
  to travel to a specific area and making as detailed a plan 
  of it as possible is bound to lead to any number of dangers 
  and discoveries.
  Old, discovered maps can lead to adventures, too, and 
  often require an experienced cartographer to interpret. 
  Another benefit of having a cartographer along on an 
  adventure is that you can map your exploits and sell it to 
  those who come after you.
  ‘So, the lord of the manor wants a plan of seven box stalls for 
  his new stables. He won’t say how big he wants them, what 
  he wants them to look like, what they’re made of, how they’re 
  constructed, and he won’t pay the going rate, but he wants a 
  nice map, and he wants it yesterday.’
  – Anonymous cartographer
  BOTHERSOME 
  BORDERS
   
  0
  Nasty Jack Raven and his eleven crew members have 
  made a pact that they should not return to their buried 
  treasure until the entire company agrees. He needs 
  a cartographer who can copy down elements of the 
  master map such that all the pieces must need to be 
  present to find the treasure. Of course, once the maps 
  are complete, Nasty Jack will want to ensure that no 
  one who knows the whole picture remains alive.
   
  0
  Anyone can claim to have civilised a bit of land in 
  the Border Princes. But to really set yourself up as a 
  noble there, you need to prove your claim by getting 
  it accurately mapped, even if you haven’t bothered to 
  get rid of all the Greenskins and other monsters in the 
  area. A heavy-handed mapping expedition might kill 
  two birds with one stone.
  
  III
  24
  KNIGHTS OF
  THE EMPIRE 
  •
  •
  Knights are fundamental to life in the Empire. They are a 
  devastating force on the battlefield, protectors of religion 
  and the nobility, and powerful political players. Agitators 
  decry their battlefield glory-seeking and excessive 
  influence — but even these cynics recognise their prowess 
  as warriors.
  SELECT BROTHERHOODS
  Although knights vary greatly, there are several common 
  characteristics. Most fight in plate armour on foot and 
  horseback. The majority are affiliated with a Knightly 
  Order — bands of knights united by a common purpose. 
  This could be a religious calling, as many knights are 
  templars in service of a cult, especially those of warrior 
  gods such as Sigmar, Ulric or Myrmidia. Secular orders 
  may be affiliated with a specific province or city, whereas 
  others, such as the Knights Panther, possess political clout 
  in many provinces and cities. The orders are numerous and 
  vary greatly, each with their own aspirations, peculiarities, 
  and knightly virtues.
  Not all knights belong to an order. There are freelancers 
  and eccentrics who ride through the land, masterless or 
  mercenary, driven by their own code of virtue or love of 
  coin. The arrival of such a knight in a town or village can be 
  a welcome occasion or a cause for grave concern. 
  histoRy
  The forerunners of knights were warriors who fought in 
  the retinue of powerful chieftains and priests in the first 
  centuries of the Empire. When a tribe looted or earned 
  enough wealth to gift the lord’s retinue with horses 
  and armour, they adopted a role as shock cavalry on the 
  battlefield. The Osterknacht, for example, are believed 
  to have their origins in the personal axe-guard of the 
  Ostagoth tribe’s King Adelhard.
  Other bands of knights originally garrisoned border 
  forts built to secure a lord’s lands. They were armed and 
  armoured to keep the locals in line and the territory clear 
  of threats. For example, the Order of the Silver Mountain 
  started as a band of mounted bullies tasked with holding 
  land grabbed by a forgotten Hochland baron. 
  Many orders’ foundations were religious, where warrior 
  monks or temple guards evolved into fighting regiments 
  funded by the faithful. Over the centuries they grew in 
  power within the cult hierarchy and wider Empire society. 
  The Knights of the White Wolf, the Order of the Fiery 
  Heart, and the Knights Raven all formed in this way.
  Countless orders formed during the Crusades, when 
  knights from the Empire and Bretonnia flocked to fight 
  in Estalia, and later Araby. Brotherhoods of knights came 
  together on campaign and returned to the Empire to 
  establish new orders. The most celebrated example is the 
  Knights Panther, but the Order of the Golden Lion and 
  the Knights of the Blazing Sun were also born from this 
  wideranging conflict.
  the oRdeRs
  Most knights come from the nobility. Indeed, the higher 
  orders generally consider knighthood their only acceptable 
  warrior tradition. Many noble families have affiliations 
  with specific orders, but some sons and daughters break 
  with tradition to join an order more in keeping with their 
  beliefs or temperament.
  Knightly orders vary greatly in size and power, although 
  they tend to share a similar structure. The Grandmaster 
  oversees an Inner Circle of veteran or favoured knights 
  who lead the order. Below them are First Knights or 
  Preceptors who command their own units, who are served 
  by the squires who aspire to knighthood themselves. 
  
  III
  25
  KNIGHTS OF THE EMPIRE
  Most variation arises from culture and custom. Orders such 
  as the Knights of Sigmar’s Blood are tightly-structured 
  monastic organisations where life is regimented by the 
  hierarchy. Others have a looser chain of command — any 
  knight is free to live as they please, obliged only to respect 
  the values of the Order, guard their reputation, and join the 
  muster when the Grandmaster calls them to battle.  
  The majority of knights have a private income from land 
  and property which they use to pay for their trappings and 
  retainers. Others benefit from noble patronage or, in the 
  case of templars, the cult’s coffers. 
  BECOMING A KNIGHT
  The most exalted orders restrict their numbers to those of 
  noble background who are recommended by one of the 
  Inner Circle, but there are exceptions. In some Orders, the 
  petitioner must serve in a Pistolkorps regiment before they 
  are deemed suitable for admission. Templar orders accept 
  initiates, priests of monks and nuns into their numbers. 
  They must still prove themselves as a novice, learning 
  humility and confirming their faith. 
  Once accepted, the candidate serves as a squire and 
  eventually undergoes some test or trial to test their 
  worthiness. If they pass, they are knighted by the 
  Grandmaster or some other patron of the Order — such 
  as a High Priest, an Elector Count or the Emperor himself. 
  The Order grants the new knight a token of their new 
  status, such as a heraldic ring, medallion or seal.
  YOU’RE NOT A KNIGHT!
  Knights are important people, far too busy and exalted to do 
  menial work or anything too practical. A Knightly Order is a 
  community that includes many who work to support their social 
  and military betters. Sergeants and men-at-arms accompany the 
  knights in battle, squires, smiths, armourers and ostlers handle 
  weaponry, armour, horses and other trapping. A whole host of 
  household staff maintain the chapter houses and land holdings 
  of the wealthy orders.
  Numerous careers can be part of a Knightly Order. Characters 
  following such careers may never be considered a knight, but 
  they are still a part of a powerful organisation. Suitable careers 
  depending on the order include: Advisor, Apothecary, Artisan, 
  Artist, Bailiff, Boatman, Cavalryman, Coachman, Envoy, Guard, 
  Hunter, Investigator, Lawyer, Messenger, Physician, Priest, 
  Scholar, Scout, Seaman, Servant, Soldier, Spy, Townsman, 
  Warden.
  knights in soCiety
  Knights play several prestigious roles in society. Obviously, 
  they serve the military as heavy cavalry, but they also act 
  as guards for exalted individuals and important buildings 
  such as temples and palaces. They are often found playing 
  the role of agent or military advisor to nobles or the 
  wealthiest merchants. 
  Individual knights benefit from their Order’s political 
  power or the status associated with their title. They are free 
  to walk amongst the higher orders and the military alike. 
  Some take advantage, abusing their position and privilege 
  to dominate others. 
  Knights also entertain the masses. Tourneys and parades 
  bring excitement to the towns and cities of the Empire and 
  the common people enjoy the spectacle of a fully armoured 
  regiment on the move, banners flapping in the wind. 
  
  III
  26
  UP IN ARMS
  KNIGHTLY ORDERS OF THE EMPIRE.
  Players may want to choose a Knightly Order from this list which appeals to how they see their character. Many other Knightly Orders 
  exist, and further confusion may result from the fact that some of the listed Orders go by various names, but the following are likely 
  to be known to any Old Worlder with an interest in military affairs or history.
  Order
  Affiliation
  Points of Interest
  Black Bear
  Secular — 
  Averland
  Boisterous and argumentative, the Order is very fond of tourneys to prove their 
  martial prowess and their capacity for alcohol.
  Black Griffon
  Sigmar
  Active in Averland and guardians of pilgrims to a temple in the Black Mountains, 
  where Sigmar is said to have rested before the Battle of Black Fire Pass.
  Black Guard of 
  Morr
  Morr
  Knights of this Order act as wardens for cemeteries, mausoleums and other sites 
  sacred to Morr. They wear fully-enclosed obsidian black armour and observe a 
  vow of silence when not in combat.
  Black Rose
  Morr — 
  Talabecland
  A small Order formed during the Black Plague, they have a long history, even 
  serving as bodyguards to the Count of Stirland and Talabecland at different 
  times. They are adorned with skulls and symbols of Morr.
  Blazing Sun
  Myrmidia
  The predominant Myrmidian Order in the Empire, the Blazing Sun brings 
  tactical ingenuity to the battlefield. Knights travel the land looking for 
  challenges to test their skills.
  Bloody Fist
  Ulric
  Ulrican knights outside the control of the cult, the Bloody Fist are based in 
  Ostland, where they face hostility from the largely Sigmarite population. They 
  are brutal fighters and often ally with Ogre mercenaries.
  Bloodied Spur
  Secular — 
  Wissenland
  Accomplished horsemen, the Bloodied Spur’s charge is feared by their enemies. 
  They were depleted but victorious at the Battle of Nuln against the hordes of 
  Tamurkhan in 2511.
  Broken Sword
  Secular
  Formed when freelance knights banded together to fight beastmen under 
  Preceptor Barthos, This Order prizes individualism and eschews hierarchy. They 
  have their chapter house in Schoppendorf.
  Coldfire
  Secular-Emperor
  Obscure and secretive, the Coldfire knights answer only to the Emperor and 
  enact his will to eliminate threats. Karl-Franz has been reluctant to use them.
  Crystal Lance
  Secular — 
  Talabecland
  Recruiting at pace to restore numbers after devastating loss of knights in battle 
  against the Sorceror Lord Vethric, Grandmaster Copperfinger accepts almost 
  anyone into the Order if they can ride and fight.
  Divine Sword
  Sigmar
  A once-important Order that rode to battle with Grand Theogonist Kurt III 
  against the armies of the Vampire Count, Mannfred von Carstein, it fell from 
  favour due to cult politics. Today, their dwindled number is reduced to reckless 
  sorties on the Empire’s borders.
  Encarmine
  Secular
  Foppish and wealthy, the Order recruits only the privileged. They fight in red 
  armour with two swords, eschewing a shield as a ‘commoner’s defence’.
  Everlasting Light
  Verena
  Scholar knights who champion justice with rhetoric and the sword, The Order 
  has been cursed with bad luck since their founding during the Crusades.
  Fiery Heart
  Sigmar
  Zealous templars of Sigmar, the Order is responsible for protecting the faithful 
  and the Sigmarite priesthood, including the Grand Theogonist. They seek the 
  lost Dwarf blade Karaghul for reasons unknown.
  Glinting Steel
  Secular — 
  Middenland
  These knights take pride in immaculate presentation and discipline. They are 
  rivals of the Knights of the White Wolf, who they deem ‘unseemly’.
  
  III
  27
  KNIGHTS OF THE EMPIRE
  Order
  Affiliation
  Points of Interest
  Gold Lion
  Secular
  Famously loyal to the Empire, the Gold Lions are implacable in battle. The 
  Order gives away much of their wealth but does maintain a small stable of 
  Demigryphs for the Inner Circle.
  Hammer of 
  Sigmar
  Sigmar
  An order of zealots, knights ride into combat with cavalry hammers and a 
  fanatical devotion to Sigmar. In times of peace, they proselytise from horseback 
  to instil faith in the masses.
  Jade Griffon
  Sigmar
  A Templar Order that is trying to live down the shame of Aekold Hellbrass, 
  the knight who became a Champion of Tzeentch. Vociferous in their hatred of 
  Chaos, they fight with Zweihänders.
  Knights Griffon
  Sigmar
  Founded by Magnus the Pious in Nuln and charged with guarding temples of 
  Sigmar, it maintains a large stable of Demigryphs.
  Knights Mariner
  Manann — 
  Marienburg
  A prestigious Order of Templars, the Order is well-funded by the Marienburg 
  cult and their mercenary inclinations, and maintain a fleet and several chapter 
  houses in the Empire.
  Knights of the 
  Arrow
  Amber College of 
  Magic
  A small order with lodges in the Reikwald, the Amber Order provides 
  demigryphs for the knights to ride in battle.
  Knights of the 
  Bull
  Secular — 
  Ostland
  Also known as the Stubborn Bulls, knights fight with two-handed swords 
  and are adept at negotiating the heavy forests of their home province. Their 
  Grandmaster is Leopold von Raukov.
  Knights of the 
  Scroll
  Verena
  Knights of the Scroll safeguard places of knowledge and priests, and are often 
  charged with seeking lost knowledge in dangerous places. They cover their 
  armour in parchments and inscriptions of knowledge they deem important.
  Knights of the 
  Setting Sun
  Secular
  They have chapter houses in the foothills of the Grey Mountains. Members 
  harbour a deep distrust of Bretonnian knights and the Asrai of Athel Loren.
  Knights of the 
  Stag
  Secular— 
  Talabheim
  Deeply distrustful of other Knightly Orders, the Knights of the Stag take pride 
  in fighting in close formation. 
  Knights Panther
  Secular
  A renowned and powerful Order throughout the Empire, its knights can be 
  found on countless battlefields and in the higher echelons of society.
  Knights Raven
  Morr
  Officially the Order of Deserved Rest, members are recruited from vampire 
  hunters. They are experts in fighting the undead, and often raid into Sylvania 
  from their chapter house in Siegfriedhof.
  North Star
  Nordland
  These protectors of Nordland and champions of the Emperor are based in 
  Salzenmund. Arrayed in midnight blue and black, they are suspected of divided 
  loyalties between Nordland and Altdorf.
  Northern Cross
  Ulric
  Knights of the Northern Cross vow to reject the comforts of civilisation. From 
  their lodge high in the northern Middle Mountains they live an austere life 
  battling the beastmen and greenskins of the highlands.
  Osterknacht
  Ostermark
  The Honour Guard to the Chancellor of Ostermark, they are adept at politics 
  and defensive warfare, and are notoriously superstitious.
  Red Shields
  Secular — 
  Talabheim
  The Elector Count of Talabheim’s personal bodyguard, the Red Shields are 
  renowned for their mastery of the longsword.
  Reiksguard
  Secular — 
  Reikland
  Lead by Grandmaster Hellborg, it is the most powerful Knightly Order in the 
  Empire and the Emperor’s guard and elite army.
  
  III
  28
  UP IN ARMS
  Order
  Affiliation
  Points of Interest
  Righteous Spear
  Myrmidia
  Countless sub-orders are named for Myrmidian miracles, including the Knights 
  of the Merciless Titan and the Knights of the Starry Shield. 
  Sacred Scythe
  Stirland
  Feared and distrusted by locals, these scythe-bearing knights are willing to do 
  terrible things to keep the Sylvanian undead at bay.
  Shining Sword
  Secular
  Founded by an outcast knight who recovered the Solland Runefang after it was 
  lost for centuries, members claim to be descendants of the fallen Order of the 
  Southern Sword, champions of Solland since the time of Sigmar.
  Sigmar’s Blood
  Sigmar — 
  Talabecland, 
  Averland and 
  Stirland
  Members of this Order are recruited from the nobility of Talabecland, 
  Averland and Stirland. They carry white lances marked with black flames in 
  commemoration of the Battle of Black Fire Pass.
  Silver Mountain
  Secular — 
  Hochland
  This Order is dedicated to the protection of Hochland, closely allied with the 
  Ludenhof family. Each knight has a vision of a shining silver peak in the Middle 
  Mountains, which has never been located.
  Sons of Manann
  Manann — 
  Empire
  They patrol the Empire’s coast, and fight with cutlass and buckler when on foot. 
  The Order has poor relations with the cult hierarchy in Marienburg, who see 
  them as lackeys of the Empire.
  Sword and Scale
  Verena
  Protectors of Verenan temples and dignitaries, the Order takes up arms on 
  behalf of judges or against tyrants who abuse the rule of law.
  Taal’s Fury
  Taal — 
  Talabecland
  Entirely mounted on Demigryphs, they vow to purge Chaotic influence from 
  nature. Knights carry halberds and countless charms and fetishes to invoke 
  Taal’s blessing.
  Twin-tailed Orb
  Sigmar
  These ferocious holy warriors dwell in chapter houses high in the World’s Edge 
  Mountains. The Chaos Lord Archaon once belonged to the Order, but this is a 
  secret known to only a few.
  Vengeful Sun
  Secular
  This small Order — entirely mounted on demigryphs — originated during the 
  Vampire Wars. Their chapter house is located outside Bogenhafen.
  White Wolf
  Ulric
  Templars of Ulric, this large and powerful Order defends the temples and 
  priests of Ulric wherever they are found. They prefer to fight helmetless with 
  cavalry hammers.
  
  III
  29
  KNIGHTS OF THE EMPIRE
  DESTRIER — HEAVY WARHORSE
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  35
  -
  50
  50
  20
  20
  -
  10
  10
  30
  32
  Traits: Big, Size (Large), Skittish, Stride, Trained 
  (Broken, Mount, War), Weapon +8
  Optional: Champion, Clever, Elite, Hardy, Rear, 
  Tough
  Knights as adventurers
  A freelance knight lives a life much like the rest of an 
  adventuring party. But what if you’re playing a member of 
  a Knightly Order, bound by obligations to your comrades 
  and commander?
  Most of the time, knights are not charging across a muddy 
  battlefield. While some are posted permanently in one 
  location, many more are expected to venture out into the 
  world to broaden their knowledge, seek intelligence, hone 
  their skills and undertake quests assigned to them. Some 
  act as messengers or diplomats, representing their Order 
  to powerful or important people throughout the Old 
  World and beyond. As a Player, you will have a powerful 
  organisation behind you — but remember that you must 
  honour their oaths and reputation.
  Few knights travel alone. They are expected to surround 
  themselves with people to do the work they cannot, 
  should not, or will not do. An adventuring party could be 
  the knight’s retinue of attendants. This can make a good 
  premise for an adventuring party, providing you don’t let 
  your position of authority spoil the game for other Players 
  — and that the knight pays them regularly enough.
  a Knight’s trappings
  A knight’s possessions are affirmations of their status and 
  identity. Most Orders expect their knights to maintain a 
  level of appearance in keeping with their reputation. This 
  means good quality, well-maintained arms and armour, 
  but also a pristine tabard, horse tack, and the trappings 
  of everyday life suited to their position in society. Knights 
  will be guests at court, so they must have fine clothes and 
  ceremonial attire.
  As knights advance in their vocation, they need more 
  attendants and hangers on — as indicated in the career 
  trappings. A Knight Character will need to source and 
  maintain these, possibly from their Order or bought and 
  paid by the Knight themself. From now on, the Knight 
  is responsible for their upkeep. These retainers could be 
  Hireling NPCs (see the rules for generating individual 
  Hirelings on page 113), or other Characters in the 
  adventuring party could adopt particular roles. 
  Should a Knight reach the exalted position of First or 
  Inner Circle Knight, they will be expected to have their 
  own command. These subordinate knights are assigned by 
  the Order and the Character may lead them in battle, but 
  they’re unlikely to attend the Character at all times. A senior 
  knight could summon subordinates to present themselves 
  but remember that they are important people in their own 
  right and will expect to be treated with dignity and respect 
  — they’re likely to be nobles and mighty warriors, so they 
  won’t appreciate being given laborious or inglorious tasks 
  to perform.
  Horses
  As you progress through your career as a knight, you will 
  acquire first a riding horse and then a destrier — a powerful 
  warhorse which is deadly in its own right.
  Looking after such a magnificent beast is no small task. On 
  campaign or on the road, you will need to secure stabling 
  and groom the horse, either using your Animal Care skill 
  or employing someone else. A trained destrier can cost 
  upwards of 230 GC, so replacing your mount is not easy.
  RIDING HORSE
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  7
  25
  -
  30
  45
  20
  30
  -
  10
  10
  20
  24
  Traits: Size (Large), Skittish, Stride, Trained (Broken, 
  Mount), Weapon +6
  
  III
  30
  UP IN ARMS
  INTO THE WOODS
  Lord Gottfried Bundebad is a grizzled former First Knight 
  who left the Order of Glinting Steel after seeing too many 
  peers promoted through nepotism and internal politicking. Now 
  he sells his services to minor nobles looking for muscle and 
  military advice. 
  He is assembling a small unit of knights and warriors to 
  accompany him into the Forest of Shadows to defeat the 
  Cluster Eye Goblin Tribe. When they bring back the head of 
  Warlord Gritl, none will doubt the prowess of his new band.
  Demigryphs
  In some Knightly Orders there are Inner Circle knights 
  brave enough to ride Demigryphs into battle. They must 
  prove their worthiness by venturing into the forest and 
  capturing one of these terrifying beasts themselves. Even 
  a trained Demigryph is a temperamental, savage beast. In 
  battle, they strike swiftly with their talons and beaks, while 
  their rider thrusts at the enemy with a cavalry halberd.
  Travelling with a Demigryph is discouraged by most 
  Knightly Orders, as they are precious beasts which are 
  difficult to keep. If you do leave the Order’s stables, you’ll 
  need to find large secure stables or a thick rope and a sturdy 
  tree — they are hardy animals which can sleep outdoors. 
  They have a healthy appetite, so you’ll need to find the 
  equivalent of a whole pig every day. In the wilderness they 
  can hunt for themselves, but there is a 15% chance they 
  won’t return if left to their own devices.
  For more on Demigryphs see page 109.
  Other Mounts
  There are legends of knights who ride even more unusual 
  beasts, including giant winter wolves, thundering war 
  bulls, dragons, or exotic creatures from Lustria. There may 
  even be some truth to these stories. Grandmasters can 
  ride even more impressive mounts when commanding 
  an army. Some Orders can afford to provide their leaders 
  with a trained Griffon or Pegasus, giving them the benefit 
  of flight to soar above the battlefield and swoop in where 
  their leadership is most needed. Profiles can be found on 
  pages 321 and 323 of the WFRP Rulebook.
  
  III
  31
  KNIGHTS OF THE EMPIRE
  FREELANCE
  Human
  You pursue the life of the knight, but without the obligations to, 
  or the protection of, a Knightly Order.
  Not all knights belong to an order, there are those who 
  are knighted independently by a noble, others declare 
  themselves a knight, and there are some who leave (or 
  are thrown out…) of an Order to forge their own path. 
  These are known as ‘freelancers’, knights who fight for coin, 
  honour, or some peculiar motive of their own.  Some are 
  hardened mercenaries or little better than bandits. Others 
  are champions of the downtrodden or selfless unsung 
  heroes of the people.
  FREELANCE ADVANCE SCHEME
  WS
  BS
  S
  T
  I
  Agi
  Dex
  Int
  WP
  Fel
  h
  h
  h
  CaReeR path
  h Squire – Silver 1
  Skills: Athletics, Animal Care, Charm Animal, 
  Consume Alcohol, Heal, Gossip, Melee (Cavalry), 
  Outdoor Survival, Ride (Horse), Trade (Farrier)
  Talents: Roughrider, Sturdy, Warrior Born, Combat 
  Aware
  Trappings: Leather Jack, Mail Shirt, Riding Horse with 
  Saddle and Tack, Shield, Trade Tools (Farrier)
   Freelance Knight – Silver 2
  Skills: Charm, Cool, Dodge, Endurance, Intimidate, 
  Intuition, Melee (Any)
  Talents: Etiquette (Any), Seasoned Traveller, Strike 
  Mighty Blow, Stone Soup
  Trappings: Destrier with Saddle and Tack, Melee 
  Weapon (Any), Plate Armour and Helm, Personal 
  Heraldry
   Freelance Captain – Gold 1
  Skills:  Haggle, Gamble, Leadership, Lore (Warfare)
  Talents: Combat Master, Stout-hearted, Unshakable, 
  Warleader
  Trappings: Barding, Small Retinue of Followers
   Knight Commander – Gold 3
  Skills: Language (Battle), Lore (Any)
  Talents: Luck, Disarm, Iron Will, Inspiring
  Trappings: Company of knights, Squire
  Freelancers are as diverse as their origins. They wear 
  their own colours, which may be a family crest if they are 
  noble or heraldry of their own devising. Eccentric arms 
  and armour are common, assembled from their own 
  preferences or whatever they can obtain and maintain. 
  They are often viewed with suspicion, as they have no 
  Order to vouch for their disposition, but if their actions are 
  heroic, they can become popular.  Advancement outside an 
  order is unstructured — typically a freelancer grows their 
  retinue and eventually leads their own troop of knights. An 
  example of this is Voland’s Venators, a notoriously rowdy 
  band of knights who fight as mercenaries in Tilea, the 
  Border Princes, and the Empire.
  
  III
  32
  UP IN ARMS
  KNIGHT OF THE
  BLAZING SUN
              Human
  You embody the values of Myrmidia and ride at the forefront 
  of her templar knights.
  The Knights of the Blazing Sun are templars of Myrmidia 
  and the goddess’ largest Order in the Empire. They have 
  a good reputation, but suspicion surrounds knights 
  dedicated to a war goddess often regarded as foreign to 
  the Empire. The Order favours nobles who are willing 
  to declare their faith in Myrmidia and rise above petty 
  inter-cult rivalries. A wealthy Order, a steady stream of 
  gold flows into their vaults from Tilea and Estalia and 
  expeditions further afield.
  KNIGHT OF THE BLAZING SUN ADVANCE SCHEME
  WS
  BS
  S
  T
  I
  Agi
  Dex
  Int
  WP
  Fel
  h
  h
  h
  CaReeR path
  h Novice – Silver 3
  Skills: Athletics, Animal Care, Charm Animal, Heal, 
  Language (Classical), Lore (Heraldry), Lore (Any), 
  Melee (Basic), Melee (Cavalry), Ride (Horse)
  Talents: Etiquette (any), Read/Write, Roughrider, 
  Warrior Born
  Trappings: Leather Jack, Mail Shirt, Riding Horse with 
  Saddle and Tack, Shield, Trade Tools (Farrier), Religious 
  Symbol (Myrmidia)
   Knight – Silver 5
  Skills: Cool, Dodge, Endurance, Intimidate, Language 
  (Battle), Melee (Any), Lore (Warfare)
  Talents: Seasoned Traveller, Savvy, Shieldsman, Strike 
  To Injure
  Trappings: Destrier with Saddle and Tack, Melee 
  Weapon (Any), Lance, Plate Armour and Helm
   
   Hochmeister – Gold 2
  Skills: Charm, Ranged (Any), Leadership, Research
  Talents: Fearless (Any), Warleader, Disarm, Unshakeable
  Trappings: Barding, Small Unit of Blazing Sun knights
   
   Knight of the Inner Circle – Gold 4
  Skills: Secret Signs (Blazing Sun), Lore (Any)
  Talents: Inspiring, Stout-hearted, Wealthy, Strike 
  Mighty Blow
  Trappings: Great Helm with Sun emblem, Squire, Large 
  Unit of Knights or Several Small Units of Knights
  The Blazing Suns are renowned for their study of strategy 
  and tactics in both warfare and personal combat. Myrmidia 
  prizes the enquiring mind, invention, and the cultivation 
  of diverse knowledge, so knights hone their judgement, 
  resourcefulness and skills in diplomacy. Commanders 
  often grant individual knights independence to choose 
  how to engage an enemy or a situation.
  ‘My Goddess is a patron of strategists. If one knight has been 
  assigned to guard her temple, then one knight is sufficent to the 
  task. Though only I stand before you, Myrmidia herself stands 
  behind me. Now, which of you shall be the first to die?’
  – Cristobál Cardana, Knight of the Blazing Sun
  
  III
  33
  KNIGHTS OF THE EMPIRE
  The Blazing Sun command structure consists of a 
  Grandmaster in the Empire who oversees outfits known 
  as komturies throughout the land. Each of these closely-
  bonded fighting groups is commanded by a Hochmeister, 
  who leads his knights in battle and selects them carefully 
  to fulfil specific missions. There are smaller crusading sub-
  orders, most notably the Knights of the Corona and the 
  Knights of the Gleaming Shield, with chapterhouses in 
  Magritta and the Spice Port of Copher, respectively. Each 
  is tasked with embodying the spirit of their parent order, 
  but with certain alterations intended to make them more 
  admirable in the eyes of the different cultures within which 
  they operate. The Knights of the Verdant Field are knights 
  in name only, as they are elite foresters based in Talabheim.
  History
  At the beginning of the Crusades, bands of knights 
  marched into Estalia to expel the sorcerer’s occupying 
  armies. In 1456 IC a group of sixty knights from one 
  such company protected Magritta when the dreaded 
  Black Scimitar Guard attacked. As the knights fought 
  tenaciously in the Temple of Myrmidia, an earthquake 
  shook the city. A colossal bronze statue of the goddess 
  toppled onto the Arabyans and crushed them. The knights 
  praised Myrmidia and swore to fight in her name. The 
  Order was later established in the Empire where it grew 
  its reputation on the battlefield. They were among the first 
  to support Magnus during the Great War Against Chaos.
  Locations
  The Order’s komturies are found in cities and large towns. 
  The seat of the Grandmaster is in Talabheim, where the 
  Order built its first temple. There are also substantial 
  komturies in Nuln, Wurtbad and Wissenburg. The Blazing 
  Suns have a limited presence in Middenland and Nordland, 
  where the Cult of Ulric makes them less welcome. They 
  maintain a small fleet in Marienburg to fight Norse pirates 
  and serve the island komturie of Svunum, the Order’s most 
  northerly holding. 
  Entry into the Order
  Petitioners must be noble, but Hochmeisters have less 
  interest in status or regional origin than they do in the 
  quality of the aspirant. 
  They must prove their intelligence and curiosity about the 
  world, demonstrating interests beyond warfare, such as 
  the arts, philosophy, engineering, or statecraft. An aspirant 
  must be wealthy, to pay for the forging of his own armour 
  and weaponry and must provide his own destrier. The 
  remainder of his wealth is given to the Order’s coffers, to 
  be held in common for the service of his brothers-in-arms. 
  The exception to this selection process are knights who can 
  trace their lineage back directly to one of the Sixty who 
  first formed the Order. Even if their family has fallen into 
  poverty, they are deemed worthy to join the inner circle.
  Before becoming a novice, the majority fight as pistoliers to 
  learn the art of ranged combat. Once accepted all novices 
  are expected to divide their time between intense study, 
  combat practice and learning about the world outside the 
  komturie. An initiate to the Order is expected to wander 
  the Old World for a year and a day, emulating the heroic 
  deeds that Myrmidia performed as a mortal.
  During this period the knight must face nine trials, 
  including tests of knowledge, inventiveness, devotion to 
  Myrmidia, and skill with weaponry. Few pass on their first 
  attempt and the Priests of Myrmidia explain patiently that 
  a true knight must learn from failure. When they succeed, 
  novices are knighted by one of the Inner Circle.
  Livery and armour
  Knights of the Order wear black-lacquered armatures 
  trimmed with polished gold. Their banners, horse barding, 
  shields and breastplates are emblazoned with a stylised 
  golden sun, symbolic of their conversion to Myrmidia in 
  the sunbaked plazas of Estalia. The inner circle of the order 
  are selected from the richest families, their high status is 
  reflected in armour detailed in gold, jet, and diamond.
  In Battle
  Blazing Suns take pride in versatility and ingenuity in 
  combat. Before any battle they study the disposition of 
  their foes, the lie of the land and any unusual circumstances. 
  They then deploy weapons and tactics best suited to the 
  situation. This may require improvisation or invention, 
  such as switching weapons mid-fight or using mirrored 
  shields to blind the enemy.
  
  III
  34
  UP IN ARMS
  KNIGHT OF THE
  WHITE WOLF
              Human
  You embody the ferocity and strength of the god of battle, wolves 
  and winter.
  There are few sights more evocative of the Ulrican faith 
  than that of a heavily armoured and heroically hirsute 
  knight galloping into battle swinging a cavalry hammer. 
  The Knights of the White Wolf are the largest templar 
  order in the Empire, charged with protecting Ulric’s holy 
  sites wherever they are found.
  KNIGHT OF THE WHITE WOLF ADVANCE SCHEME
  WS
  BS
  S
  T
  I
  Agi
  Dex
  Int
  WP
  Fel
  h
  h
  h
  CaReeR path
  h Novice – Silver 3
  Skills: Athletics, Animal Care, Charm Animal, Heal, 
  Lore (Heraldry), Melee (Basic), Melee (Cavalry), 
  Outdoor Survival, Ride (Horse), Trade (Farrier)
  Talents: Roughrider, Sturdy, Warrior Born, Hardy
  Trappings: Leather Jack, Mail Shirt, Riding Horse 
  with Saddle and Tack, Cavalry Hammer, Trade Tools 
  (Farrier), Religious Symbol (Ulric)
   Knight – Silver 5
  Skills: Cool, Dodge, Endurance, Intimidate, Language 
  (Battle), Melee (Any)
  Talents: Strike Mighty Blow, Menacing, Intimidate, 
  Seasoned Traveller
  Trappings: Destrier with Saddle and Tack, Plate 
  Armour, Wolfskin Cloak
   Templar Sergeant – Gold 2
  Skills: Consume Alcohol, Leadership, Lore (Warfare), 
  Perception
  Talents: Furious Assault, Unshakable, Fearless (Any), 
  Warleader
  Trappings: Barding, Small Unit of White Wolf knights
   Company Commander (Inner Circle) – Gold 3
  Skills: Lore (Any), Secret Signs (Ulric)
  Talents: Iron Will, Inspiring, Cool-headed, Implacable
  Trappings: Novice, Company of White Wolf knights
  But Ulric’s faithful do not favour passive guard duty, so 
  White Wolves are ever active in the field, hunting down 
  all who threaten the god’s worshippers. Supreme authority 
  sits with Ar-Ulric in Middenheim, but there are multiple 
  Grandmasters across the Empire and beyond.
  ‘Take a deep breath lad. Good. Now look over that parapet 
  again. Now, you can either fight those beastmen, or you can 
  fight me — which is it going to be?
  Good choice, girl.’
  – Templar Sergeant Lars Gustafson to his squire, Ulrica 
  
  III
  35
  KNIGHTS OF THE EMPIRE
  The White Wolves are renowned for their ferocity in 
  battle, their intense loyalty to one another, and a tendency 
  to impetuousness. They are more at home tearing into the 
  enemy than showing off on the parade ground or becoming 
  mired in politics, which means that they are usually content 
  to follow their Grandmaster’s orders providing it leads to 
  glorious battle.
  Each Grandmaster oversees a chapter house with several 
  battle companies. These adopt specific colours into their 
  heraldry. For instance, the Red Company are local to 
  Altdorf whilst the Blue Company have their headquarters 
  outside the city of Middenheim. Each company dedicate 
  a unit of their finest warriors to guard the High Temple 
  of Ulric in Middenheim. There is often friendly rivalry 
  between battle companies, who compete in informal 
  competitions, such as wrestling, axe bouts, and feats of 
  hunting or strength.
  History
  The Cult of Ulric claim the White Wolves are the oldest 
  Knightly Order in the Empire, established as protectors of 
  the Wolf God’s priests long before the coming of Sigmar. 
  But it was many centuries before the holy warriors of 
  Ulric evolved into anything resembling a knightly order. 
  For millennia they played an important role in northern 
  Imperial politics — the backing of a Grandmaster could 
  resolve many a power struggle without a drop of blood 
  spilled. During the Age of Wars and Age of Three 
  Emperors, the Order split between those who sided with 
  Middenland, Middenheim and later Talabheim when Ar-
  Ulric decamped there in 1360 IC. 
  Locations
  The Order’s home is Middenheim, but all cities and most 
  major towns have a White Wolf presence, with the number 
  of knights dependent on the importance of Ulric and his 
  temple amongst the local populace. The chapterhouse in 
  Altdorf has two battle companies to ensure Reiklanders 
  remember Ulric’s status, whereas the Nuln temple has a 
  relatively small, relatively belligerent presence. 
  Middenheimers are proud of the White Wolves. The Feast 
  of the White Wolf is an annual event when the cult’s 
  faithful assemble on an ancient battlefield where the Order 
  fought a Chaos horde many centuries ago. More details 
  of the Order in Middenheim can be found on page 22 of 
  Middenheim: City of the White Wolf.
  There are also chapterhouses in more remote locations. 
  The Grey Wolf Temple in the Grey Lady Pass is a fortress 
  garrisoned by a company that patrols the pass to keep it 
  safe for travellers. 
  Entry into the Order
  The White Wolves are open to male nobles and commoners 
  alike, but only those who show bravery in combat and a 
  true dedication to Ulric are admitted. Candidates must be 
  sponsored by a senior priest, or a prominent Ulrican noble. 
  Once accepted, a novice serves as a squire for a veteran 
  knight in return for combat training.
  When the novice’s master decides he is ready, he is put 
  forward for initiation. After swearing to uphold the Order’s 
  oaths (see below), he goes weaponless into the wilderness. 
  Should he return with a wolf pelt, he is deemed worthy and 
  knighted by a High Priest. If he does not return, the Wolf 
  God has made his judgement.  A White Wolf is expected 
  to uphold the oaths of the Order at all times. He swears to 
  obey Ar-Ulric, protect the cult’s priests and temples, and 
  keep Ulric’s strictures.
  Livery and armour
  The White Wolves prefer to ride into battle bare-headed, 
  wielding great cavalry hammers and forgoing the use of 
  shields. Livery is red, with a secondary colour taken from 
  the relevant battle company. They wear the wolfskins they 
  won during initiation and affect a wild appearance, with 
  long hair and beards blowing in the wind.
  In Battle
  Generals are always eager to field the White Wolves, for 
  their ferocity and bravery is devastating to any enemy 
  army. But they are impulsive. When their blood is up they 
  throw caution to the wind and charge into the fray.
  
  III
  36
  UP IN ARMS
  KNIGHT PANTHER
  Human
  You are dedicated to ensuring the fidelity of the Empire and 
  defending it from Chaos.
  There are few sights more evocative of the Ulrican faith 
  than that of a heavily armoured and heroically hirsute 
  knight galloping into battle swinging a cavalry hammer. 
  The Knights of the White Wolf are the largest templar 
  order in the Empire, charged with protecting Ulric’s holy 
  sites wherever they are found.
  KNIGHT OF THE WHITE WOLF ADVANCE SCHEME
  WS
  BS
  S
  T
  I
  Agi
  Dex
  Int
  WP
  Fel
  h
  h
  h
  CaReeR path
  h Squire – Silver 3
  Skills: Athletics, Animal Care, Charm Animal, Heal, 
  Lore (Empire), Lore (Heraldry), Melee (Basic), Melee 
  (Cavalry), Ride (Horse), Trade (Farrier)
  Talents: Etiquette (any), Roughrider, Sturdy, Warrior Born
  Trappings: Leather Jack, Mail Shirt, Riding Horse with 
  Saddle and Tack, Shield, Trade Tools (Farrier)
   
   Knight – Silver 5
  Skills: Cool, Dodge, Endurance, Intimidate, Language 
  (Battle), Melee (Any)
  Talents: Menacing, Shieldsman, Strike Mighty Blow, 
  Coolheaded 
  Trappings: Great Cat Pelt, Destrier with Saddle and 
  Tack, Melee Weapon (Sword), Lance, Plate Armour and 
  Great Helm with Bestial Crest, Ring or Medallion with 
  Panther emblem
   
   First Knight Gold 2
  Skills: Charm, Language (Any), Leadership, Lore (Warfare)
  Talents: Fearless (Chaos), Stout-hearted, Unshakeable, 
  Warleader
  Trappings: Barding, Small Unit of Knights Panther
   
   Company Commander (Inner Circle) – Gold 4
  Skills: Secret Signs (Knights Panther), Lore (Any)
  Talents: Disarm, Inspiring, Iron Will, Strike to Injure
  Trappings: Squire, Large Unit of Knights Panther or 
  Several Small Units of Knights
  But Ulric’s faithful do not favour passive guard duty, so 
  White Wolves are ever active in the field, hunting down 
  all who threaten the god’s worshippers. Supreme authority 
  sits with Ar-Ulric in Middenheim, but there are multiple 
  Grandmasters across the Empire and beyond.
  ‘People see the Empire, its shining armies, its fleets, its fortunes, 
  its technological marvels, and they think it is strong. But it is 
  riven with division, sown through with Chaos, and beset on 
  every side by terrible foes. The Empire is weak, Mistof, which is 
  why we must be strong.’
  – First Knight Matilda of Talabecland 
  
  III
  37
  KNIGHTS OF THE EMPIRE
  knights pantheR
  The Knights Panther are the most widespread secular order 
  in the Empire, second only to the Reiksguard in power. They 
  are not aligned with any province and will lend military 
  aid to any general or leaders deserving of their support. 
  The Order is celebrated for prowess in battle, a fanatical 
  hatred of mutants and a degree of political acumen which 
  allows them to stay aloof from most petty disputes. As 
  such, they have become a symbol of a unified Empire. The 
  Knights Panther have dozens of chapter houses under 
  the leadership of Grandmaster Baron Heinrich von 
  Torlichhelm. Some regiments adopt company names and 
  tactics peculiar to themselves — examples include the 
  Bared Fang Regiment, who are known for fighting with 
  escalating zeal, the Panther’s Claw Squadron who fight 
  bravely alongside Dwarfs, and the Savage Cats who use 
  their lances to keep flying enemies at bay.
  History
  Like so many orders, the Knights Panther originated 
  during the Crusades against Araby. A grand army of 
  knights from Bretonnia and the Empire battled the Sultan, 
  culminating in the Battle of Al-Haikk in 1451 IC. During 
  the campaign, a brotherhood of knights looted the Sultan’s 
  palace and pleasure gardens for gold, jewels, and exotic 
  animals. On their return to the Empire, this band became 
  the Knights Panther, named for the beautiful giant cats 
  they had taken from Al-Haikk. During the following 1000 
  years, the Order grew in size and power. They took to the 
  field in every major conflict that threatened the Empire — 
  from the Vampire Wars to the Incursions of Chaos, and 
  every greenskin Waaagh! that crossed the mountains. 
  Locations
  There are significant chapter houses throughout the Empire, 
  with the seat of the Grandmaster at Fort Tarielshof outside 
  Carroburg. The Middenheim chapterhouse is significant 
  — as befits the sworn guardians of Graf Todbringer. In 
  Talabheim, the Knights Panther are the elite cavalry in 
  the Elector’s armies under the command of Werner von 
  Kriegstadt. The Panthers mount more foreign expeditions 
  than other orders. At any time there may be regiments of 
  Panthers allying with the men and Dwarfs of the Border 
  Princes, Estalia, Kislev, Tilea and Araby.
  Entry into the Order
  Almost every petitioner to the Knights Panther comes 
  from the nobility. However, commoners are sometimes 
  accepted when they have displayed ‘nobility of spirit’ 
  and truly remarkable combat prowess. The Panthers take 
  more squires than any other order, but they still require 
  sponsorship by a First Knight or member of the Inner 
  Circle. There is an unspoken agreement to refuse petitioners 
  with strong devotion to a single god or partisan support for 
  a specific province.
  Before initiation, squires must hunt down and single-
  handedly kill a mountain or forest cat. They must place the 
  pelt beneath their saddle to become full members of the 
  Order. Any member of the Order, from the servants to the 
  Grandmaster, must abide by the following edicts:
   
  0
  Defend the integrity of the Empire and defy those 
  who preach division or secession
   
  0
  Never suffer the bearer of the mark of Chaos to live
   
  0
  Render full and appropriate service to your superiors 
   
  0
  Remain true and loyal to the Order’s allies
  In certain times and places these oaths have been modified 
  to reflect a particular circumstance, the most notorious 
  contemporary example being the particular (and peculiar) 
  bond of mutual support the Middenheim Chapter shares 
  with the ruling Todbringer family.
  Livery and armour
  The Knights Panther take great pride in their appearance 
  on the parade ground and battlefield. Their heraldry 
  depicts a yellow panther on a blue field and their colours 
  and their panoply reflects this, with lacquered armour and 
  horse barding in the same tones. They are easily recognised 
  by the great cat pelts they wear and their distinctive tall 
  heraldic crests surmounted with a bestial head.
  In Battle
  Knights Panther employ classic shock cavalry tactics, 
  charging in, then fighting with sword and shield to 
  overcome their enemy. They are renowned for impeccable 
  manoeuvres, each regiment moving as one. Although 
  accomplished fighters, they are reluctant to fight on foot.
  
  III
  38
  UP IN ARMS
  Notes upon Contemplating 
  Mediocre Umgi Harness
  The first thing any Dawi smith notices about Umgi-
  made armour is how thin and pliable it is. The steel 
  of several breastplates I examined were barely the 
  thickness of the nail of a big toe, and I could take it 
  in my hands and flex it with little effort. Despite this 
  apparent flimsiness, the steel was well forged and 
  tempered; even when subjected to significant duress, 
  it came springing back into its intended shape. The 
  thin sheet could not withstand the same punishment 
  as equivalent pieces of armour produced by Dawi 
  smiths, but we must not judge the Umgi armour on its 
  durability alone. Miserliness and incompetence may 
  account for certain shortcomings of the armour, but 
  the steel is necessarily light and thin so that it can be 
  borne by the feeble Umgi frame upon which it is worn.
  The second thing one notices is the terrible stench 
  that comes off Umgi armour. This is because if you 
  say the word ‘galvanise’ to your typical Manling 
  smith he’ll stare at you with all the incomprehension 
  of an inebriated Cave Troll. Instead, they deal with 
  rusting suits by polishing the metal with a coarse 
  paste of sand mixed with their own urine.
  Manling smiths typically use rivets and leather 
  strapping in order to hold their suits of armour 
  together as a coherent unit, welds being 
  beyond the ability of most of them. Here 
  we see pieces of armour produced in the 
  land of Tilea and known as a Miraglianese 
  harness. This design of suit is popular even 
  in the Empire, where local smiths prefer to 
  embellish on the designs rather than put in the 
  honest labour required to forge their own. Here 
  is a guide to the inefficient terminology Manlings 
  use to describe their underwhelming mail.
  Helms worn by Manling knights come in a bewildering 
  array of designs, ever changing according to the 
  fleeting fads that prevent the establishment of true 
  best practices and crafting traditions. This design is 
  commonly known as an armet. It is padded with a 
  layer of wool which is stitched into a lining which is 
  then riveted to the inside of the helm. This is to protect 
  the delicate Umgi skull without causing discomfort. 
  Proper Dawi helms are lined with tough padded 
  leather, which is less comfy but rather more durable 
  and better at absorbing shock. The visor of the helm 
  is removed by withdrawing a pin from either side. 
  These pins are often lost in battle, compromising 
  the helm. The helms of Dawi Ironbreakers do not 
  suffer from this flaw because our smiths know the 
  value of taking the time to craft a proper hinge. The 
  faceplate, known also as a wrapper, covers the visor 
  and cheek pieces. That so many pieces of metal are 
  required to form one helm woefully compromises 
  its strength and integrity. Only the blind among you 
  will fail to see that an Imperial smith has added fancy 
  decorations declaring their fealty to the Dwarf-
  friend Sigmar. Admirable, but do they need to be 
  
  III
  39
  KNIGHTS OF THE EMPIRE
  such overly elaborate adornments when a neat 
  bit of runic script would do the same job without 
  compromising the integrity of the structure? As 
  for the ludicrous crest, least said soonest mended.
  The large shoulder guards are called gardbraces 
  by the Umgi. They are outsized and over-elaborate 
  pieces that are pinned to the pauldron due to the 
  Manling love of conducting warfare from the 
  back of galloping nags, being so formed as to 
  best absorb the impact of a lance. More leather 
  straps and rivets are employed to fix the armour 
  in place, the whole affair being so complex that 
  an armoured Manling is dependent on the support 
  of an assistant known as an arming squire just to 
  get in and out of their suits. The thin strips of steel 
  used to make the armour articulate are known 
  as lames and they attach to the couter (what we 
  would call the elbow cover) through an intricate 
  system of rivets. This design isn’t too bad really, 
  being inspired by the work of our own smiths 
  in the days of High King Ironbeard, the Umgi 
  having just about mastered its fundamentals.
  The cuisse is a flange pierced with holes that is 
  attached to the bottom of the flimsy doublet most 
  Manlings wear under their breastplates. It is made 
  from leather and so will wear out before so much 
  as a century of use. The poleyn, which is what 
  sensible folk would call a kneecap, is fitted to more 
  lames allowing the leg to bend without exposing 
  any bare flesh. The greave, or calf armour, is 
  trapped over the inside of the leg. You may remark 
  on the ridiculous tapered sabatons Manlings wear 
  on their feet. You’d be tripping over yourself if you 
  had to march down the Ungdrin Ankor wearing 
  such monstrosities! Again, their design is explained 
  due to the strange desire to make war from 
  horseback, the pointed ends making it easier for 
  an Umgi knight to find a way into their stirrups.
  
  IV
  40
  DOGS OF WAR 
  •
  •
  ‘“Dogs of War”, they call us — “mercenaries”, like it’s something 
  bad. But I tell yer it’s the way to live like a duke. Regular pay 
  and food, chances for loot, and seein’ the sights in every new 
  town you come to. Of course, sometimes you have to burn them 
  to the ground, but that’s just business.’
  — Recruiter to a young labourer
  ‘Left! Right! Left! Righ… No, your other right, Squig for 
  brains! You march like that, the Goblins will be sticking you 
  full of holes before you can even untangle your feet!’
  — Miraglianese drill sergeant
  meRCenaRies
  There are any number of mercenary companies plying 
  their trade in and around the Empire. These can range 
  from highly respected and disciplined veteran units to 
  little more than bands of desperate brigands.
  Mercenary companies often form in the aftermath of a 
  large military action. When peace returns many soldiers 
  are unwanted. Those who can return to making a living 
  as a civilian do so, but many others know nothing but 
  soldiering. These band together and offer their services to 
  the highest bidder.
  This can be convenient for those who would hire them, 
  as although they are more expensive per man, they are 
  usually experienced and competent soldiers, and work 
  out cheaper as they are hired on much shorter contracts. 
  Mercenaries can be a problem in peacetime, however, as 
  they often turn to banditry, or even adventuring.
  The most ambitious mercenaries in the Empire gravitate 
  towards Kislev or the Border Princes to find their fortune. 
  A fortunate few return rich with tales of exotic locales 
  and derring-do, most are never heard from again.
  
  IV
  41
  DOGS OF WAR
  LAND OF MERCENARIES
  Mercenaries are in such demand in the Old World (and 
  beyond) that companies have arisen all over — even 
  Dwarf mercenaries are known, though their price is 
  predictably high. However, when most citizens of the 
  Old World hear the word mercenary they think of the 
  professional companies formed from the soldiers of Tilea.
  When an Imperial citizen thinks of Tilea, they might 
  imagine its great artists or Tilea’s legendary cuisine and 
  fine wines. Maybe, too, they grimace and remember 
  predatory pirate crews, or the organised racketeer families 
  that plague cities such as Nuln. But Tilea also has another 
  export, one that has long played a crucial role in Imperial 
  history: Mercenaries. The ‘Dogs of War’. Professional 
  soldiers who sell their services to the highest bidders.
  The Dogs of War have fought across the world, and their 
  reputation for skill and professionalism makes their high 
  fees worthwhile to many. Many captains have cultivated a 
  dashing, heroic image to add to their lustre.
  There is a dark side, though. When war is a business, 
  loyalty often goes to the person with the fattest purse. 
  Some mercenaries have a reputation for switching sides 
  in the middle of a campaign. And woe betide an employer 
  who breaks their contract — more than one has found 
  their own holdings sacked and themselves put to the 
  sword in revenge. 
  oRigins
  Warriors have always sold their services for money or 
  other rewards, but mercenaries as they are commonly 
  known in the Old World first developed in Tilea. From 
  early times the merchants of Tilea hired soldiers to defend 
  their ships from pirates and to escort their merchandise 
  on overland trade routes. Warehouses and property also 
  had to be guarded and so it became usual for merchants 
  to maintain troops. Mercantile families also used their 
  mercenaries to further political ambitions at home, either 
  to make themselves absolute rulers of their cities, or to 
  oppose such tyrants and proclaim a republic.
  The early Tileans were lucky that their lands remained 
  largely free of monstrous creatures but in 475 IC a vast 
  horde of Orcs and Goblins invaded from the east. The 
  Tilean merchants were not used to fighting invaders — 
  most of their battles were against each other — and the 
  sudden appearance of Orcs burning crops, torching farms, 
  and making off with the merchant caravans was a shock. 
  Things grew increasingly perilous when certain Tilean 
  princes hired Orcs to carry out mayhem on their behalf. 
  When the Count of Zelucco stormed Amato and 
  reclaimed his family’s crown, the great city states feared 
  this was only the start. They panicked when Zelucco’s 
  army, reinforced with Goblins from the Appucinis, 
  crushed a Reman militia. Only the onset of the rainy 
  season stopped the ‘Black Count’ from marching on 
  Remas itself.
  Enter Rienzi, who came to be known as ‘the Magnificent’, 
  a priest of Myrmidia. Rienzi had studied all the cult’s holy 
  texts. When word came of Remas’s defeat, this younger 
  son of a Reman merchant family saw an opportunity to 
  honour his goddess — and make a profit. He offered to 
  build the city’s rulers an invincible army if they signed a 
  binding contract and paid his fee. Desperate and afraid, 
  they agreed. Over the winter Rienzi recruited and trained 
  an army, drilling them over and over in Myrmidian 
  precepts of strategy and tactics, paying them well so they 
  could serve full-time. 
  In spring, the ‘Eagles of Remas’ crushed the Black 
  Count’s army in the Battle of Blood Ford. Monte Scorri’s 
  heavy cavalry charged Rienzi’s pikemen again and again, 
  but couldn’t break through. Meanwhile, the crossbowmen 
  loosed volley after volley into the Goblins, who broke 
  when Rienzi’s cavalry slammed into their flanks. The 
  Black Count’s army fell apart, and he died while trying to 
  escape across the river. Remas was saved.
  Instead of sending his men home, however, Rienzi kept 
  them in service. Offers were pouring in from other city-
  states, and Rienzi knew a money-maker when he saw it.
  
  IV
  42
  UP IN ARMS
  The mercenary army marched out to meet the Orc tribes. 
  Rienzi pitched his tent on one side of a mighty river from 
  where he could observe the enemy encampments. He 
  noticed that various Orc contingents would occasionally 
  fight each other, indeed the whole army was plainly riven 
  with dissent and only the personal attention of the big 
  Orc warlord was keeping it together. 
  Rienzi decided that rather than fight the Orcs they would 
  simply hire half the Orc army to fight in the other half. 
  That way, no matter which side won the Tileans couldn’t 
  possibly lose, and the spoils won by the victorious half 
  would pay the cost of hiring them.
  Thanks to the example of Rienzi, soon other entrepreneurs 
  were raising their own mercenaries, and Tilea’s ‘Dogs of 
  War’ became one of the land’s main exports.
  the RoLe of meRCenaRies
  Mercenary forces meet several needs. They allow rulers 
  to quickly build ‘off the shelf ’ armies that only have to be 
  paid for the duration of their contracts, saving the cost 
  of maintaining large forces all year round. In peacetime, 
  the nobility and freibergs only need a small core of 
  professionals and local levies. Mercenaries also provide 
  specialist services an employer isn’t capable or willing to 
  develop on its own — miners and master siege engineers, 
  for example.
  Dogs of War are also popular with those seeking to avoid 
  military service. Laws in many parts of the Old World 
  bind guildsmen to serve in their town’s forces in return 
  for the privilege of doing business. That of course risks 
  encouraging merchants to move elsewhere.
  The custom of the ‘shilling soldier’ first arose in 
  Bögenhafen. When the old Graf von Saponatheim 
  demanded all the apprentices and journeymen from the 
  Clothiers’ Guild for four months’ military service, it was 
  simply too much. The guild was expecting a large order 
  from Marienburg, but, if they couldn’t meet the deadline 
  because of a lack of tradesmen, the business would go 
  elsewhere. So they made a proposal: the guild offered a 
  ‘donation’ of ‘a shilling a head’ (later raised to a Crown) 
  so the Graf could go buy his own soldiers, ‘if His Vaunted 
  Highness would then graciously leave us alone’. The Graf 
  agreed, since he wouldn’t have to deal as often with 
  ‘rancorous, ill-disciplined burghers who barely know the sharp 
  end from the butt’. The donation became a regular custom, 
  and the idea soon spread, with wealthy individuals paying 
  to have someone take their place.
  In Tilea
  The Dogs of War reached their purest form in Tilea. In 
  the city-states, where riots are a regular occurrence, the 
  Merchant Houses prefer hiring outsiders to do their 
  fighting, rather than arming and training a potential mob. 
  Most maintain watchmen and militia, but the Watch is 
  meant for patrolling streets and checking doors, not war, 
  while the militias train so infrequently that they are little 
  better than a rabble. Miragliano did away with them 
  altogether, maintaining a large army of mercenaries on 
  long-term contracts that also acts as a Watch, when not 
  on campaign. They even employ a cadre of Rat Catchers, 
  professional soldiers specially trained to patrol the canals 
  and sewers to deal with the swarms of rats and ratlike 
  creatures that creep out of the Blighted Marshes.
  Of the other Tilean States, only Remas recruits its own 
  citizens, selling the right to recruit to contractor-captains 
  called condottieri for a period of service, after which 
  they’re free to seek work elsewhere. Luccini, on the 
  other hand, hires far and wide, even among the detested 
  Estalians, because of the need to garrison the fortress 
  of Monte Castello, which guards the frontier with the 
  Border Princes.
  Tobaro, built into cliffs hard against the Tilean Sea and 
  with the Abasko mountains behind her, has little land 
  to defend. But the sea is her lifeblood, and the tunnels 
  beneath and beyond the city’s bounds hold many 
  dangers — Greenskins and worse. And so Tobaro hires 
  specialised mercenaries, sappers, and tunnel fighters, as 
  well as marines to guard their ships.
  Sartosa is unique, serving as mercenary privateers — ‘Sea 
  Dogs of War’ — in one season, then preying on those 
  same clients the next year as pirates. 
  
  IV
  43
  DOGS OF WAR
  Luccini hires Sartosan ships to protect their commerce 
  and coasts from Arabyan corsairs, while Marienburg 
  reportedly pays them to harry the shipping of Magritta 
  and Bilbali. Though Sartosa seems anarchic, one firm rule 
  holds true: never attack ships guarded by other Sartosan 
  captains. That is bad for business. The last to break it, the 
  Brettonian Captain ‘One-Eye’ Guillaume, was eventually 
  captured by his fellow captains. He is now known as 
  ‘Blind Will’.
  In The Empire
  Mercenaries in the Empire supplement existing forces, 
  rather than forming the whole army. This is due to the 
  belief in many parts that your own people will fight harder 
  for you than any mercenary just ‘doing it for the shilling’. 
  When Orcs come rampaging from the Black Mountains, 
  Stirlanders in the State Army know they are fighting for 
  their homes. Mercenaries might well decide to go home.
  Middenland and Talabecland employ the fewest 
  mercenaries, as Ulricans tend to look down on anyone 
  doing their fighting for them. Mercenaries are more 
  accepted in the west and south. In Reikland, the Grand 
  Prince’s mercenaries augment the State Army to a size 
  few of even the great nobles can match. Nuln has gone 
  furthest down this road. Small in territory, but wealthy 
  beyond belief, the Grand Counts have signed many 
  Dogs of War to long-term contracts as the core of Nuln’s 
  State Army, while Nulners are more often gunners and 
  engineers.
  hiRing meRCenaRies
  Though Tilean city governments and nobles do their 
  own recruiting, anyone else seeking armed help goes to 
  the mercenary guild hall usually attached to the nearest 
  temple of Myrmidia. There, after making a suitable 
  donation to the guild, the resident Master — often a 
  retired mercenary who has joined the priesthood — 
  brings client and mercenary together and arranges the 
  contract, the temple keeping a copy and mediating any 
  dispute.
  FEES
  Though Myrmidia’s priests expect a few Crowns for their 
  mediation services, they recognize that not all in need can afford 
  their price. If a supplicant cannot afford gold, they will accept 
  barter — a few sheep or cattle, a share of the crops, or a pledge 
  of service. Even a few copper coins, as long as the cause seems 
  worthy. Myrmidians also trade in insight and information, so 
  if a petitioner comes to them with credible accounts of fresh 
  tactical or strategic technique, this serves well in place of funds.
  In the Empire, authorities often look askance at anyone 
  trying to hire armed men, at least more than a few. It’s 
  one thing to hire mercenaries to guard a mine in the hills, 
  but, with its history of civil war and rebellion, nobles 
  and towns recruiting large numbers of mercenaries look 
  suspicious. Isn’t the State Army enough, or their own 
  private armed retinues?
  Yet they recognize that sometimes there is a need. 
  Though the laws vary, would-be generals must buy a 
  ‘licence to recruit’ from the local rulers, either a noble or 
  a freiberg’s council. This gives them permission to recruit 
  and operate in that ruler’s territory. The higher up one 
  goes, the broader the area the licence covers. Only the 
  Elector Count’s court can grant a writ that covers an 
  entire Grand Province, a daunting and expensive prize.
  While this is how it is supposed to work, corruption 
  and turmoil can lead to abuse. Many nobles have hired 
  mercenaries in one territory to attack another; when 
  the victims complain to the authorities who issued the 
  licence, they pretend to be as shocked as anyone (and 
  forget to mention the bribes they received to look the 
  other way).
  
  IV
  44
  UP IN ARMS
  LIGHT CAVALRY
  Human, High Elf
  You rely on speed to find the enemy, screen your allies from his 
  scouts, and strike without warning where he least expects.
  With fewer heavily armed and armoured knights than 
  the Empire, Tilean mercenary armies rely on fast, lightly 
  armed horsemen to provide mobile striking power. 
  Rather than charge headlong into the teeth — and pikes 
  — of the foe, Tilean light cavalrymen, called Stradioti in 
  their language, prefer to strike from the flanks or, best of 
  all, the rear, where the enemy’s baggage train presents a 
  tempting target.
  Career Path
  h Reiver – Brass 3
  Skills: Animal Care, Dodge, Endurance, Haggle, Heal, 
  Language (Battle), Melee (Basic), Outdoor Survival, 
  Ranged (Throwing), Ride (Horse)
  Talents: Diceman, Field Dressing, Flee!, Strong Back
  Trappings: Shield or Buckler, Hand Weapon, Leather 
  Jack, Riding Horse with Saddle and Tack, Javelin
   Light Cavalry – Silver 2
  Skills: Consume Alcohol, Etiquette (Mercenaries), 
  Gamble, Gossip, Melee (Cavalry), Ranged (Bow)
  Talents: Combat Aware, Orientation, Rover, Rough 
  Rider
  Trappings: Hand Weapon, Light Warhorse, Mail Coat, 
  Open Helm, Shield
   Lance – Silver 5
  Skills: Drive, Intuition, Leadership, Lore (Warfare)
  Talents: Combat Reflexes, Rapid Reload, Seasoned 
  Traveller, Trick Riding
  Trappings: Lance, Mail Chausses, Squire, Page
   Captain – Gold 1
  Skills: Lore (Law or Heraldry), Ranged (Blackpowder)
  Talents: Commanding Presence, Dealmaker, Inspiring, 
  War Leader
  Trappings: Brace of Pistols with Gunpowder and 
  Ammunition, Warhorse, Flamboyant Clothing, 
  Breastplate 
  ‘We never had a chance, sir. They came out of nowhere. Before 
  we could turn they were in among us, shouting their chilling 
  battle-cries as they rode us down. It is true we ran from 
  them, sir, but these were not men — they were Daemons on 
  horseback.’ 
  – Gunther Friesheim, after the Rout of Riffraffa
  LIGHT CAVALRY ADVANCE SCHEME
  WS
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  IV
  45
  DOGS OF WAR
  Though Stradioti can come from any part of Tilea — 
  typically the small towns and hinterlands of the great 
  city-states — the original and still most highly regarded 
  are born and raised among the mountain villages of the 
  Appucini chain and the small holdings of the western 
  Border Princes. 
  A life of constant raiding and defending against raids, 
  whether from Humans, Goblins, or Beastmen, has 
  bred mounted warriors who hit their target fast, cause 
  as much confusion and panic as possible, and then ride 
  away before the enemy can react. Light horsemen from 
  the desert lands of Araby perform much like the Tilean 
  Stradioti and many companies of Arabyan horsemen work 
  with mercenary commanders. Ungol horsemen from the 
  northern steppes also fulfil a similar role in the armies of 
  Kislev, and their companies, known as rota, can be found 
  working as mercenaries.
  In the Empire, light cavalry units are employed mostly in 
  the southern Grand Provinces and the Reikland, where 
  their ability to function in both rough terrain and plains 
  makes them useful as scouts and quick-reaction forces. 
  Though still largely Tilean, more and more recruits are 
  coming from Imperials looking for something more 
  exciting than marching back and forth. Sudenland has 
  long employed Stradioti to patrol its southern reaches, 
  and The Elector’s Own Lancers is a highly regarded outfit.
  The basic unit of light cavalry is the ‘Talon’, comprising 
  one of each of the first three tiers. The Lance leads the 
  unit, has the best armour, and fights with lance and 
  javelin or bow. 
  The Squire wears only partial armour and fights to protect 
  the unshielded side of the Lance. The Page is usually a 
  youth in their teens learning the trade — riding, weapons, 
  and basic first aid — while acting as a servant to the 
  others and fighting on foot. The final tier is the Captain, 
  who commands several Talons and makes contracts.
  A FIRESIDE TALE
  Late at night under the stars in a small town nestled into the 
  Appucini foothills, a retired Stradiot goes back to telling his 
  rapt grandchildren a tale of adventure.
  ‘That was a glorious day. The Duke of Alvazzo, just a jumped-
  up bandit who’d stumbled on a tower full of gold, had hired a 
  bunch of Orcs to be his army while he made himself lord of 
  the region. Promised ’em what every Orc wants — fresh tender 
  Human flesh to eat, just like the meat clinging to your own 
  bones!’ 
  He laughed as his grandchildren gasped and squealed.
  ‘The locals hired us to put a stop to it, and the Captain’s 
  plan was a good one. He pinned Alvazzo and his Orcs at the 
  river, feinting like he was going to force a crossing. That gave 
  me time to take most of the cavalry through an old forest 
  track that came out in their rear. They never knew what hit 
  them. Whooping and hollering, we charged into their camp like 
  daemons from the Wastes. Just as Alvazzo started to organise 
  a defence, the Captain struck across the ford, and that was it. 
  The Orcs panicked and ran for the hills — those we didn’t cut 
  down first. When it was over, not one in five got away. It was 
  years before they’d show their ugly faces again.
  ‘Never did find Alvazzo, though. I heard later he’d made a 
  fine meal for the Orc chief — as the main course. Not that I 
  blame the Orc. As a mercenary, you want to get paid, and a 
  deal is a deal.’
  
  IV
  46
  UP IN ARMS
  SIEGE SPECIALIST
  Dwarf, Human, High Elf
  It is your job to bring down castle walls and to keep others from doing 
  so. Let other poor fools storm the walls — you’ll provide cover, or a 
  more subtle way in.
  Though besieging fortified places is common throughout 
  the Old World — an art Humans learned from the 
  Dwarfs — it has reached its highest refinement in Tilea, 
  whose Siege Specialists even Dwarfs will grudgingly 
  admit are ‘passable’.
  SIEGE SPECIALIST ADVANCE SCHEME
  WS
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  Career Path
  h Crossbowman – Silver 1 
  Skills: Athletics, Climb, Consume Alcohol, Endurance, 
  Gamble, Gossip, Language (Battle), Melee (Basic), 
  Outdoor Survival, Ranged (Crossbow)
  Talents: Etiquette (Mercenaries), Marksman, Rapid 
  Reload, Strong Back
  Trappings: Crossbow and Ammunition, Hand Weapon, 
  Pavise, Leather Jack and Skullcap, Feathered Hat
   Siege Specialist – Silver 3
  Skills: Intuition, Lore (Engineering), Melee (Two-
  handed), Perception, Set Trap, Trade (Miner)
  Talents: Enclosed Fighter, Hardy, Orientation, Tunnel 
  Rat
  Trappings: Two-handed Pick, Shovel
   Sapper – Silver 5
  Skills: Leadership, Ranged (Blackpowder, Engineering), 
  Trade (Explosives)
  Talents: Accurate Shot, Craftsman (Explosives), 
  Gunner, Unshakeable
  Trappings: Book of Ballistics Tables, Set of Six 
  60-second Fuses, Plate Breastplate, Pistol with Bullets 
  and Ammunition, Trade Tools (Engineer)
   Siege Master – Gold 1
  Skills: Haggle, Lore (Law), Ride (Horse)
  Talents: Combat Aware, Master Tradesman 
  (Engineering), Savvy, War Leader
  Trappings: Quality Clothes, Light Warhorse, Pavilion 
  Tent with Body Servant
  ‘As they approached our hearts sank. Braganza’s men never 
  lost or fled and we knew we were doomed. Our captain began 
  to explain how safe we were behind the walls until a bolt took 
  him through the throat. No one wanted to be next.’ 
  – Gunther Friesheim, on the Capture 
  of Schloss Adlerberg
  ‘Arrows are useless against a castle — you can only win 
  by using heavy wall-breaching equipment, which is why 
  Dwarfs are superior in siege warfare. If you are the besieger, 
  you can’t hit anything worthwhile at all. If you are inside the 
  castle, you might think arrow fire would be effective from the 
  towers, but what would you prefer to be hit by — a pointy 
  stick or a thirty-pound rock?’
  – Berndt Lavaspear, -1778 IC
  
  IV
  47
  DOGS OF WAR
  ‘Remember when you build a wall to shelter behind you are 
  also building a trap. If the wall is strong and flanked by 
  towers the enemy will be trapped — but if the wall is carried 
  then the other walls will hem in your defenders and leave 
  them ripe for massacre.’
  – Attributed to Magnus the Pious, 2302 IC
  ‘The only possible way an attacker can carry one of those 
  accursed stone forts is to advance under the heaviest barrage of 
  missiles possible. This is where Elf forces achieve their greatest 
  successes. The defenders, unable to spread out, are ripe for 
  slaughter beneath a cloud of arrows, and cannot deploy much 
  effective missile fire of their own, hampered by the limited arcs 
  of fire within their walls.’
  – Attributed to Allurian, -3325 IC
  Sieging became an art in Tilea during the age when cities 
  and towns threw off their princes and needed to find ways 
  past the castle walls of defiant rural nobility — or the 
  walls of rival city-states. Simply camping outside until 
  the defenders starve or surrender risks being caught in 
  the open by a relief force, or seeing disease ravage one’s 
  own army.
  But storming a fortress almost inevitably means heavy 
  casualties among the besiegers, something every 
  commander wants to avoid. Skilled troops are expensive 
  to train and maintain, and a captain who gains a 
  reputation for bloodthirsty assaults soon finds it hard 
  to recruit replacements. The Siege Specialist allows an 
  army to shorten a siege at a reasonable cost in lives — the 
  other side’s. At the same time, the daunting prospect of 
  specialists outside the walls creates a need for specialists 
  inside, ones who can intercept the enemy’s tunnels before 
  the walls collapse.
  In the Empire, Siege Specialists are mainly Dwarfs, 
  thanks to their long shared history. Why hire anyone else, 
  when you can have the best? But Tilean Siege Specialists 
  are almost as good — and less expensive — and so are 
  hired more and more by lesser nobles and freistadts who 
  don’t want to pay ‘Dwarf rates’.
  A VETERAN’S ADVICE
  ‘No, you don’t get to go blowing things up right away, ya wet-
  pants recruit! You have to earn your way up to “banger”, as we 
  call it. There’s a lot more to the job than just lightin’ a fuse 
  and runnin’ for cover. I’ll explain it to you again, and this time 
  pay attention! First you start as a crossbowman, picking enemies 
  off the walls who are trying to kill our boys. You stay behind 
  your pavise and watch, learn, and shoot. And if the enemy sallies 
  out, you and that pavise are the first line of defence, so keep 
  your sword sharp!
  ‘When you’ve learned that job, you move up to Sapper and 
  down into the tunnels. You dig under the walls, rigging ’em so 
  we can bring them down or sneak our boys into the castle, or 
  sometimes you’re digging a covered ditch so the assault troops 
  can get close without worrying about rocks getting dropped on 
  their heads. Just keep your head about you down there. It can 
  get rough if you run into enemy Sappers — or worse, know what 
  I mean? Squeak-squeak.
  ‘If you survive all that, you might get to be a “banger,” or 
  “artillerist”, as they like to call themselves. They get to play with 
  them trebuchets, hurling rocks and even bombs to bust holes 
  in the walls and smash the gates, or make life miserable inside. 
  When the Sapper has dug his tunnel, it’s the banger who makes 
  the whole thing go BOOM. Just try to be out of the tunnel 
  before it goes off.’
  Braganza’s Besiegers
  During his campaign of conquest Borgio the Besieger 
  desired a new model of regiment. He demanded 
  marksmen that could pick off defenders from rampart 
  walls whilst withstanding missile fire aimed in their 
  direction. He wanted the same men to be able to hold 
  castle ramparts in defence of attack, provide covering 
  fire for sappers and miners, man siege towers, and prove 
  hardy fighters in the event of an enemy sally. Braganza’s 
  crossbowmen, equipped with heavy armour and pavises, 
  proved fit for the task — though their extensive expertise 
  is reflected in their expensive rates.
  
  IV
  48
  UP IN ARMS
  PIKEMAN
  Human
  Discipline and drill. If you keep your wits about you and the enemy in 
  front, no force on a battlefield, not even the heaviest Imperial knights, 
  can stop a phalanx of Pikemen.
  All towns and villages in the Old World have their 
  militias, masses of armed residents who can be turned out 
  on short notice to defend homes and fields or fight for a 
  few weeks in their lord’s service. Their lack of discipline 
  and desire to return home to families and trades, however, 
  makes them of limited use on long campaigns or when 
  facing heavily armed and armoured horsemen.
  PIKEMAN ADVANCE SCHEME
  WS
  BS
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  Career Path
  h Recruit – Brass 5 
  Skills: Athletics, Climb, Consume Alcohol, Dodge, 
  Endurance, Gamble, Language (Battle), Language 
  (Tilean), Melee (Basic), Melee (Polearm) 
  Talents: Drilled, Reaction Strike, Very Strong, Warrior 
  Born 
  Trappings: Hand Weapon, Leather Breastplate, Leather 
  Skullcap, Pike, Uniform in Unit Colours
   Pikeman – Silver 1 
  Skills: Cool, Gossip, Heal, Intimidate, Lore (Warfare), 
  Outdoor Survival 
  Talents: Diceman, Enclosed Fighter, Etiquette 
  (Mercenaries), Fearless (Cavalry) 
  Trappings: Dice, Mail Coat, Open Helm
   File Leader – Silver 4
  Skills: Haggle, Intuition, Leadership, Perception 
  Talents: Combat Aware, Combat Reflexes, Field 
  Dressing, Robust 
  Trappings: Plate Breastplate, Sash of Rank
   Banner Captain – Gold 1
  Skills: Lore (Law), Ride (Horse)
  Talents: Inspiring, Unshakable, Very Resilient, War 
  Leader
  Trappings: Baton of Rank, Banner-Bearer, Light 
  Warhorse, Quality Uniform, Plate Bracers and 
  Leggings, Phalanx of Pikemen, Unit Banner
  ‘No, they didn’t look dangerous, more like a bunch of rich kids 
  out to show off in their new armour. Very flashy they were, 
  all gems and silk. We’ll have a bit of fun, we thought. Easy 
  pickings, we thought. Well, anyone can make a mistake. Poor 
  captain Malvino, last mistake he ever made.’
  – Overheard in the Old Pig and Whistle, Marienburg
  
  IV
  49
  DOGS OF WAR
  The Pikeman developed from Tilean militias when a 
  need arose for infantry in long-term service who could 
  stand up to armoured cavalry — or wolf-riding goblins. 
  Formed in large squares with the first three ranks of pikes 
  pointed forward and the rest held high to guard against 
  arrows, the pike phalanx presents a formidable sight. Few 
  animals willingly charge a forest of spear points pointed 
  at them, and infantry must dodge multiple attackers 
  before even closing with a pikeman.
  But the phalanx has weaknesses. Not very manoeuvrable, 
  it cannot execute swift turns or changes of face. Taken 
  in the flanks — or worse, from behind — Pikemen are 
  at risk of panic and a loss of discipline that can easily 
  turn fatal. And so they are most commonly the core of a 
  mercenary army, their vulnerable sides covered by cavalry 
  and crossbowmen.
  In the Empire, pike formations are less commonly 
  employed, but can be found in the service of the State 
  Armies of Reikland and Nuln. In peacetime, these troops 
  also serve to restore order, the points of their pikes well-
  suited to clearing rioters from the streets.
  The Alcatani Fellowship
  The life of a farmer is never an easy one in the war-
  torn land of Tilea. Even wealthy landowners suffer. 
  When Rodrigo Delmonte found his crops ruined by a 
  rampaging army he embarked on the only course of 
  action that remained to him, he became a soldier and led 
  his workforce to Remas where he bought some shoddy 
  suits of armour, a few second-hand helmets, and some 
  slightly bent pikes. Despite their modest origins the 
  Alcatani Fellowship has proven itself against Orc raiders 
  in the wilds near Buccolia, and are earning a reputation 
  for their effective and affordable phalanxes of pikemen.
  Ricco’s Republican Guard
  The Republican Guard were raised in Remas by merchants 
  during the revolt that preceded the birth of the Republic. 
  The regiment played a leading part in overthrowing the 
  tyrannical Prince Mondo, parading his head around the 
  city to the applause of the mob. 
  Desperate to bring in funds Captain Ricco led the Guard 
  in search of employment in other Tilean cities. The Guard 
  fought well, earning a reputation as an elite phalanx that 
  survives to the present day.
  The Leopard Company
  The mercenaries of the Leopard Company fight hard 
  to recover their lost honour. Their Captain, Leopold di 
  Lucci, once contended with Lorenzo Lupo to be Prince 
  of Luccini. Leopold’s men were losing ground, and blame 
  fell on the Priests at Luccini’s Temple of the Leopard, 
  who switched sides during the fighting. Leopold’s men 
  threw the inconstant priests into the Tilean Sea. 
  Lorenzo prevailed and was hailed Prince of Luccini. 
  Leopold and his men were exiled, and since then bad luck 
  has dogged the company. Recently Leopold has arranged 
  for a portion of the loot made by his men to be returned 
  to the Temple, and the fortunes of the Leopard Company 
  are improving.
  LESSON LEARNED
  Tilea, 1711 IC. From a hilltop surrounded by his Household 
  Guard, Grand Count Maximilian III von Hochkirsche, Elector 
  of Nuln, watched in grim silence as mercenaries hired by 
  Miragliano routed his army. Wave after wave of his finest 
  knights charged their phalanxes to no avail, dying by the score 
  on the points of their pikes — his hopes of becoming Prince 
  of Miragliano dying with them. Now his army was breaking, 
  pursued by the advancing pikemen and harried by their cavalry. 
  Sighing, he took quill and paper and began writing a note. 
  Folding and sealing it, he handed it to a confused aide. ‘Here, 
  take this to their Captain. It is the only thing left to do.’
  ‘Sir? We’re surrendering,’ asked the confused man.
  ‘No, you dolt,’ the Count shouted. ‘It’s a job 
  offer! If you can’t beat them, buy them!’
  
  V
  50
  TILEA AND
  TILEAN CHARACTERS 
  •
  •
  TILEA, THE LAND 
  AND HER PEOPLE
  Southwest of the Empire, over the Vaults lies Tilea, where 
  — according to Tileans, at least — civilization first arose 
  in the Old World. A narrow strip of fertile but rocky land 
  runs north skirting the Appucinis from the ever-shifting 
  frontier with the Border Princes and circles west past 
  Miragliano along the Irrana mountains to sink into the 
  dread Blighted Marshes, where the capital of the Skaven 
  is said to lie. South from there the land grows so narrow 
  as to almost vanish between the cliffs of the Abaskos and 
  the Tilean Sea. Tileans have learned to get the most out 
  of their land: growing olives and exporting oil; raising 
  sheep for meat and wool; citrus fruits and wine grapes 
  that prosper in the warm sun; and fish from the Tilean 
  Sea, which has stocks so abundant Tileans claim it is 
  proof of Manann’s love for Myrmidia.
  Though the small towns and feudal holdings of Tilea 
  are important, when outsiders think of Tilea they think 
  of the great city-states and their people: dour Luccini, 
  home of Morr’s cult; Remas, Tilea’s one, true republic; 
  Miragliano the Serene, owner of Tilea’s largest fleet and 
  ever-vigilant over the Blighted Marshes; unconquered 
  Tobaro, built into the cliffs of the Abaskos; and Sartosa, 
  freewheeling and deadly home of the Pirate Captains.
  To the average Imperial, Tileans are shifty, dishonest, 
  unreliable, and inclined toward criminality, but this portrait 
  is unjust. Tileans do value cleverness and cunning, for it 
  often saves Tilean lives. Regularly outnumbered, Tileans 
  look to Myrmidia’s teachings to win through manoeuvre, 
  strategy, and deception, risking a battle only when all the 
  factors favour them. But when the fight comes, they are 
  as fierce as griffons. They have to be, surrounded as they 
  are by enemies, Human and otherwise.
  Perhaps it is the influence of the ancient Elven ruins 
  underlying so many Tilean cities, but the people value 
  cleverness in their daily lives, too. Quick thinking and 
  the ability to argue well are seen as virtues that let the 
  average Tilean rise as high as their abilities can take him, 
  even to ship’s captain or merchant prince. Among urban 
  Tileans, Ranald is a popular god, here known less as a 
  god of thieves and more as the epitome of the dynamic 
  individual who seizes any opportunity.
  But Tilea has its perils, chief among them the wild pirates 
  of Sartosa off the south coast. Whether raiding ships of 
  all nations, or leading them to their doom on the rocks, 
  Sartosans see everyone else as their prey. Sometimes 
  hired by one party to raid a rival’s commerce, they are 
  quick to change sides if the temptation presents itself. 
  Little wonder it is that Sartosa is rumoured to be a major 
  centre of the cult of Stromfels, the shark-god that Tileans 
  know as Stromfalo.
  
  V
  51
  TILEA AND TILEAN CHARACTERS
  CITY
  TYPE OF GOVERNMENT
  CURRENT RULER
  Lucinni
  A principality. Traditionally ruling princes claim descent from 
  one of the city’s twin founders, Lucan and Luccina. Many civil 
  wars have been fought between these two dynasties.
  Lorenzo Lupo, who claims 
  descent from both Lucan and 
  Luccina
  Miragliano
  A principality. Since the death of Prince Borgio his dowager, 
  Dolchellata Belladonna, has ruled the city as regent, assisted by 
  a council made up of the elders of several merchant families.
  Dowager Princess Dolchellata 
  Belladonna
  Pavona
  A principality. The current ruler is the much-widowed Lucrezzia 
  Belladonna, who is rumoured to be a sorceress and poisoner.
  Dowager Princess Lucrezzia 
  Belladonna
  Remas
  A republic. Each of Remas’ most powerful merchant families is 
  represented on the Council of Fifty, an assembly which debates 
  issues and drafts legislation. Three members of the council are 
  randomly selected each year to preside over it as a triumvirate.
  The Triumvirs, currently the 
  powerful Alfeo Romeo, the 
  increasingly tyrannical Marco 
  Telli, and Imelda Mondo, a 
  descendant of the last true prince 
  of Remas
  Sartosa
  Pirate law applies, forbidding theft and executing murderers, 
  theives, swindlers, and traitors. Each year the Pirate Captains 
  currently in port hold an election to acknowledge one of their 
  own as a supreme authority.
  ‘The Pirate Princess’
  Tobaro
  Tobaro is a principality despite attempts at social revolution. 
  Tobaro has no single ruling family, but rather a collection of 
  semi-royal merchant houses from which the prince is chosen.
  Prince Tibaldus Marsarius di Vela, 
  patriarch of the di Vela banking 
  house
  Trantio
  A principality. Since Marco Columbo defeated the corrupted 
  republic that had overthrown Prince Orlando, the princes of the 
  city have been expected to be master merchants as much as they 
  have been expected to be regal.
  Merchant Prince Ettore Rinaldo
  Verezzo
  A republic. The various merchant families are divided into 
  factions distinguished by various voting colours (the Reds, the 
  Greens, the Blues, and the Yellows). The current head of the 
  Yellow faction is a merchant prince named Groccolo, though 
  after the gold he had raised to pay a large force of mercenaries 
  disappeared and the army mutinied. Despite his misfortunes the 
  Yellows cling to power, but Bastino Batta of the Reds is growing 
  increasingly popular amongst the merchant princes.
  The Yellows
  
  V
  52
  UP IN ARMS
  TILEAN GAZETTEER
  Size: 1=Hamlet, 2=Village, 3=Town, 4=City. W = Wealth (see  Death on the Reik Companion, page 71).
  Garrison/Militia = A Garrison is made up of standing, professional soldiers, available at most times. A Militia is raised from the local 
  populace, and available only seasonally.
  The letter after the number refers to quality. a - properly drilled, well trained and equipped soldiers. b - average troops, moderately trained 
  and equipped. c - poorly equipped troops, possibly required to bring their own equipment which is generally of poor quality.
  Garrisons and Militia in Tilean settlements tend to be rather larger than their Empire equivalents, due to a tradition of each settlement 
  being expected to look after itself and because it is wise to keep the land’s many mercenaries gainfully employed. Entries in ALL CAPS 
  indicate a regionalcentre of political power, in control of the settlements listed below it.
  Settlement
  Size
  Ruler
  Pop
  W
  Produces
  Garrison/
  Militia
  Notes
  LUCCINI
  4
  Prince Lorenzo 
  Lupo
  30,000
  4
  Trade, 
  Government, 
  Grain, Wool, 
  Luxuries 
  (Cheese)
  300a, 
  600b/300b, 
  1000c
  Oldest city in Tilea
  Anducci
  1
  Prince Lorenzo 
  Lupo
  88
  1
  Saltfish
  –/2b,8c
  Due to a historical grievance 
  Elves are unwelcome here
  Pattio
  2
  Prince Lorenzo 
  Lupo
  250
  1
  Saltfish
  50b/75c
  – 
  MIRAGLIANO
  4
  Dowager 
  Princess 
  Dolchellata 
  Belladonna
  25,000
  4
  Trade, 
  Luxuries 
  (Pearls), 
  Government, 
  Saltfish
  550a, 
  1800b/900b, 
  3000c
  Famed for expert 
  crossbowmen; Miragliano’s 
  population declined due to 
  strife following the death 
  of Prince Borgio and the 
  Yellow Ague
  Amato
  1
  Dolchellata 
  Belladonna
  260
  1
  Trade
  50b/25c
  Site of many clean springs
  Campogrotta
  2
  Dolchellata 
  Belladonna
  350
  2
  Grain, Wool
  50a/100b
  Tilean end of the Alimento 
  Tunnel; a small community 
  of Dwarfs lives here
  Cammaro
  2
  Dolchellata 
  Belladonna
  0
  –
  –
  –
  Population vanished in 2511
  Etobrutti
  1
  Dolchellata 
  Belladonna
  275
  1
  Grain
  50b/52c
   –
  Mironia
  1
  Dolchellata 
  Belladonna
  0
  –
  –
  –
  Population vanished in 2510
  Parmis
  2
  Dolchellata 
  Belladonna
  0
  –
  –
  –
  Population vanished in 2512
  Ravola
  3
  Dolchellata 
  Belladonna
  9.500
  3
  Wine
  30b/300c
  Finest vineyards in Tilea
  
  V
  53
  TILEA AND TILEAN CHARACTERS
  Settlement
  Size
  Ruler
  Pop
  W
  Produces
  Garrison/
  Militia
  Notes
  Toscania
  2
  Dolchellata 
  Belladonna
  365
  1
  Metal
  50b/135c
  A Dwarf trading post has 
  been established here
  Udolpho
  1
  Melmoth 
  Udolpho
  100
  2
  Subsistence
  –/5a
  Reviled as a haunted estate
  Zeluco
  2
  Duce Montoni 
  di Zeluco
  500
  4
  Government
  300b/–
  A fortress with labyrinthine 
  dungeons
  MONTE 
  CASTELLO
  2
  Castellan 
  Lorenzo di 
  Galeazzo
  500
  4
  Government
  100a, 400b/–
  Fortress, troops supplied 
  from all major cities
  PAVONA
  4
  Dowager 
  Princess 
  Lucrezzia 
  Belladonna
  35,000
  4
  Trade, 
  Government, 
  Olives
  250a, 
  700b/200b, 
  1500c
   –
  Bucollia
  2
  Lucrezzia 
  Belladonna
  467
  2
  Wine
  50a/100b
   –
  Lambrusco
  3
  Revenant 
  Captain Ennio 
  Mordini
  256
  –
  –
  250a/–
  A heavily fortified court of 
  the undead
  Organza
  3
  Lucrezzia 
  Belladonna
  6,500
  3
  Wine, Wool
  20a, 
  60b/350c
   –
  REMAS
  4
  The Triumvirs
  40,000
  4
  Trade, 
  Government, 
  Saltfish
  350a, 
  750b/350b, 
  1000c
   –
  Alcatani
  1
  The Triumvirs
  82
  1
  Citrus Fruit, 
  Olives
  –/60c
  Due to a historical grievance 
  Trantines are unwelcome
  Catrazza
  3
  The Triumvirs
  14,000
  3
  Grain, Olives
  50b/200c
   –
  Ciarascura
  3
  The Triumvirs
  445
  4
  Government
  300b/–
  An old bent tower 
  commanded by the 
  tyrannical Castellan Dellecta
  Motta Zorella
  2
  The Triumvirs
  330
  2
  Grain, Wool
  40a/80b
  – 
  Monte Negro
  3
  Grand 
  Commander 
  Bassiano Dutra
  450
  3
  Government
  40a, 250b/–
  An institution dedicated to 
  the Morrite Fellowship of 
  the Shroud
  Scintio
  2
  The Triumvirs
  350
  2
  Grain, 
  Luxuries 
  (Cheese)
  45a/120b
   –
  Vennia
  2
  The Triumvirs
  84
  1
  Saltfish
  2b/8c
  – 
  Zorasta
  3
  The Triumvirs
  6,250
  3
  Grain, 
  Saltfish, 
  Trade, Wool
  35a, 
  75b/300c
  A port town famed for its 
  sea defences
  SARTOSA
  3
  The Pirate 
  Princess
  15,500
  3
  Trade (of a 
  sort)
  550b, 
  1600c/–
  Lawless and anarchic lair of 
  pirates
  
  V
  54
  UP IN ARMS
  Settlement
  Size
  Ruler
  Pop
  W
  Produces
  Garrison/
  Militia
  Notes
  TOBARO
  4
  Prince Tibaldus 
  Marsarius de 
  Vela
  35,000
  4
  Grain, Stone, 
  Luxuries 
  (Silver, 
  Gemstones, 
  Pink Marble), 
  Trade, Saltfish
  350a, 
  500b/400b, 
  800c
  Cut off from land by the 
  Abasko Mountains and 
  made nearly unreachable 
  from the sea by Fool’s Rocks
  Cera-Scuro
  1
  Tibaldus 
  Marsarius de 
  Vela
  75
  1
  Saltfish
  10b/75c
  Previously a lair of pirates 
  in the Siren Isles, recently 
  conquered by Tobaro
  Vedenza
  3
  The Council of 
  Tears
  10,500
  3
  Stone, Olives
  200b/500c
  A small republic on the 
  border with Estalia recently 
  reconquered from Estalian 
  overlordship
  TRANTIO
  4
  Merchant Prince 
  Ettore Rinaldo
  27,500
  4
  Trade, 
  Government
  250a, 
  400b/300b, 
  900c
  – 
  Ducieso
  3
  Prince Frenzo 
  Badolphus
  12,500
  3
  Stone, Olives
  250b/600c
  Prince Frenzo is a gifted 
  Astromancer
  Terramorta
  1
  Ettore Rinaldo
  93
  1
  Grain
  10b/60c
  – 
  Torrico
  2
  Ettore Rinaldo
  80
  2
  Olives
  –/2b,8c
  Population recovering from 
  recent Hobgoblin raids
  Varenna
  2
  Ettore Rinaldo
  390
  2
  Grain, Wool
  45a/85b
  – 
  Viccia
  1
  Ettore Rinaldo
  183
  1
  Grain, Wool
  35b/50c
  – 
  VEREZZO
  4
  Groccolo for the 
  Yellows
  36,000
  4
  Trade, 
  Government, 
  Grain
  250a, 
  550b/400b, 
  1200c
   –
  Ciabbatta
  2
  Groccolo for the 
  Yellows
  394
  1
  Grain
  20b/100b
   –
  Nonucci
  1
  Groccolo for the 
  Yellows
  260
  1
  Subsistence
  30b/–
  Penal Colony in the Tilean 
  Sea
  Riccotta
  2
  Groccolo for the 
  Yellows
  410
  1
  Grain
  15b/100c
   –
  Veddia
  1
  Groccolo for the 
  Yellows
  295
  1
  Citrus Fruit
  25b/62c
   –
  New Trade Goods
  If using the trading rules in Death on the Reik 
  Companion, the base prices for new types of trade goods 
  are given here. When checking for availability Citrus 
  Fruit, Olives and Saltfish can be substituted for Grain, 
  and Stone may be substituted for Metal.
  BASE PRICE TABLE
   
  Citrus Fruit
  Olives
  Saltfish
  Stone
  Spring
  3 GC
  3 GC
  .5 GC
  5 GC
  Summer
  1 GC
  2 GC
  .5 GC
  5 GC
  Autumn
  .5 GC
  2 GC
  .5 GC
  5 GC
  Winter
  1 GC
  3 GC
  1 GC
  5 GC
  
  V
  55
  TILEA AND TILEAN CHARACTERS
  TILEAN MERCENARIES 
  IN THE EMPIRE
  Tilean mercenaries have served in the Empire since the 
  Age of Wars, when the incessant civil strife of that time 
  provided constant employment. At a time when even the 
  Grand Provinces were breaking down, only the Elector 
  Counts and the most powerful nobles under them could 
  afford the gold necessary to hire truly professional troops. 
  They were capable of sweeping aside rebel militia or the 
  retainers of robber barons with dreams of glory, as well 
  as protect them from the mercenaries of other Electors. 
  The largest free cities and towns got in on the act, hiring 
  their own mercenaries to support their favoured factions, 
  or their neutrality.
  Tilean mercenaries are less common in the Empire’s 
  north and east, where the precepts of Myrmidia are less 
  widespread and many of Ulric’s followers regard ‘effete’ 
  Myrmidians with disdain. In the western and southern 
  Grand Provinces, however, some have been employed for 
  so long that they are effectively units of the State Army. 
  In Nuln, the Blue Herons of Miragliano have served 
  as the Royal Horse Guard since the time of the Grand 
  Countess’s great-grandfather. Though they recruit in 
  Miragliano, all their work is for Nuln.
  During the Turmoil that racked the Empire in recent 
  times many Tilean mercenary captains travelled across 
  the Vaults and sought employment. The famed Leopard 
  Company fought for Emmanuelle von Liebwitz in her 
  campaign to annex the province of Sudenland, and the 
  Birdmen of Catrazza were hired to scout for the forces 
  of Talabecland.
  When not on the battlefield, Tilean mercenaries often 
  double as a city’s elite security force, guarding dignitaries 
  and public buildings. Others, however, lacking long-term 
  contracts and running short of money, turn to banditry, 
  preying on travellers and towns unable or unwilling to 
  buy them off.
  IMPERIAL TILEANS
  The rules given here reflect Tilean Characters born in Tilea. For 
  Tilean Characters born in the Empire, use the rules given in 
  WFRP page 36, but replace the option of Language (Wasteland) 
  with Language (Tilean) in the skills list.
  Skills: Charm, Cool, Evaluate, Gossip, Haggle, Language 
  (Arabyan), Language (Reikspiel), Language (Estalian), 
  Lore (Tilea), Melee (Basic), Ranged (Crossbow), Sail
  Talents: Argumentative or Fisherman, Coolheaded or 
  Suave, 3 Random Talents
  Characters from Luccini may at their option replace one 
  of their starting Talents with Doomed (see Dooming in 
  Tilea). Dwarf, Elf, and Halfling Characters use the rules 
  as written in WFRP: Chapter 2.
  CREATING TILEAN 
  CHARACTERS
  To create Human Tilean Characters, follow the process 
  in WFRP: Chapter 2, but use the following entries 
  for Skills and Talents. Choose three Skills to receive 5 
  Advances each, and three different Skills to receive 3 
  Advances each. 
  
  V
  56
  UP IN ARMS
  CaReeRs
  When generating a career for a Tilean Character, use the 
  Random Class and Career Table from page 30–31 of the 
  WFRP Core Rulebook, but with the following changes.
   
  0
  A Flagellant is not likely to come from, or go to, 
  Tilea. A player generating a Flagellant Character 
  may choose either a Nun or Priest dedicated to 
  Myrmidia, Morr, Verena, Shallya or Ranald.
   
  0
  A Cavalryman may choose to be a Light Cavalryman.
   
  0
  A Soldier may choose to be a Pikeman.
   
  0
  A Warrior Priest may choose to be a Warrior Priest 
  of Myrmidia.
  tiLean names
  Female Forenames
  Agnese, 
  Agnola, 
  Altapasqua, 
  Amellina, 
  Antonia, 
  Belcolore, Bianca, Cherubina,Cicilia, Corelia, Ermellina, 
  Flaminea, Flora, Foscarina, Francesca, Ghisolabella, 
  Julietta, Junipera, Liona, Lucretia, Mathilda, Mira, 
  Olympia, Pantasilea, Pia, Pomellina, Rigarda, Smeralda, 
  Sofia, Vannozza, Vermilia, Veronica, Zebaina
  Male Forenames
  Ambrogio, Antonius, Balsamo, Bartolommeo, Bonanno, 
  Brancaleone, 
  Ettore, 
  Franchino, 
  Galasso, 
  Grifo, 
  Guglielmo, Jacobello, Lenuzo, Luchinus, Marino, 
  Melmoth, Mercuzio, Montoni, Oliverotto, Paganinus, 
  Pantaleo, 
  Pintaldi, 
  Ravaglioli, 
  Rinaldo, 
  Saraceno, 
  Scarletto, Schedoni, Smarra, Torchitorio, Vatheck, Ysidro, 
  Zenobio, Zschokke
  Surnames
  Acciaioli, Acerbi, Albano, Alberti, d’Amoto, Barbacia, 
  Barbigia, Barbolini, Bellegno, Bianco, Boccole, Calbo, 
  Calcagnini, Calvis, Capello, Corbo, Fabbro, Figino, 
  Filago, Filiarchi, Fiolo, Firavanti, Foscari, Fulci, Guerra, 
  Malatesta, Marsillach, Molino, Pentangeli, Rosso, 
  Udolpho, Vitelli, Zeluco
  DOOMING IN TILEA
  Dooming is an Imperial custom, not performed in Tilea except 
  in one region: the city of Luccini, home to the Cult of Morr, 
  and its environs. Scholars believe that Luccinan mercenaries 
  returning from Reikland brought the practice with them, many 
  having married Reiklander spouses. Now children on reaching 
  their tenth birthday are often taken by their parents to the Great 
  Mausoleum in Luccini, where the Veggenti, a female order of 
  Mystics dedicated to Morr, cryptically pronounce their fates.
  
  V
  57
  TILEA AND TILEAN CHARACTERS
  TILEA TIMELINE
  The history of the quarrelsome city states of Tilea is recorded in several chronicles compiled over the centuries. Such are the ancient feuds and 
  rivalries between cities that these chronicles frequently contradict each other, both sides claiming victory in the same battle. When a tyrannical 
  prince was overthrown and a republic declared in his place, and when an ambitious warlord seized power and made himself prince of a city, the 
  chronicles were artfully revised in favour of the new regime. For these reasons, Tilean history is a complicated and confusing subject. All dates 
  are given in the Sigmarite calendar of the Empire, as is usual amongst Old World historians.
  Circa –1780 IC
  Tilean legends give this date for the destruction 
  of the ancient city of Tylos in the Blighted 
  Marshes.
  Circa –1500 IC
  The Elves abandon their colonies around the 
  Tilean Sea and return to Ulthuan.
  The Archaic Age
  Circa –700 IC
  Elf seafarers report Tilean shepherds grazing 
  their flocks amid the tumbled colonnades of 
  former Elf cities.
  Circa –25 IC
  According to legend, the twins Lucan and 
  Luccina become lost in the wilderness and 
  take refuge in a cave on a great rock. There 
  they are guarded by a monstrous leopard with 
  two heads and three tails. Shepherds come 
  across the cave, surrounded by the bones of 
  Orcs, wolves and Trolls, and are confronted 
  by the leopard. From one head, the leopard 
  prophesies that the twins will establish a great 
  city — but the other head offers a warning: 
  there shall be strife between the twins’ 
  descendants.
  The Tilean Classical Age
  1 IC
  Lucan and Luccina found Luccini among 
  the ruins of an ancient Elf city. True to the 
  leopard’s warning, the descendants of Lucan 
  often struggle with the descendants of Luccina 
  for control of Luccini. In the following 
  centuries, Remas, Sartosa, and Tobaro also 
  arise on the ruins of former Elf colonies.
  20–60 IC
  According to certain schools of Myrmidian 
  thought, the warrior goddess manifests as a 
  mortal woman. After suffering great hardships, 
  she rises to the head of a force that sweeps 
  across Tilea and Estalia and forges a great 
  southern empire. Theologians and scholars 
  of history vigorously debate the details and 
  factuality of these claims.
  451 IC
  The shores of the Tilean Sea are ravaged by 
  the combined fleets of the Tomb King Settra 
  and the Dark Elves. Sartosa is destroyed.
  Tilean Dark Ages
  475 IC
  A massive Orc horde invades Tilea. Many 
  cities are sacked. Tileans discover the value of 
  hiring soldiers when they convince portions 
  of the Orc army to defect and turn on their 
  former masters for payment.
  491–978 IC
  Tileans gradually drive the Orcs from the 
  lands of Tilea, though some tribes remain 
  within the depths of the Apuccini mountains. 
  The fortress of Monte Castello is erected to 
  the south of the Apuccinis to stand guard 
  against future invasions.
  1017 IC
  Norse Raiders establish a stronghold on 
  Sartosa. They ravage the Tilean coast until 
  defeated at the battle of Cappo Cinno. The 
  surviving Norse are employed by Luccini to 
  guard the island.
  Era of the Araby Wars
  1240 IC
  Sartosa is invaded by corsairs from the coasts 
  of Araby. The corsairs remain a menace in 
  the Tilean Sea for the next two hundred and 
  fifty years.
  1366 IC
  Tilean mercenaries fight on both sides in the 
  civil wars that ravage the Empire.
  1382–1420 IC
  A series of indecisive conflicts arises between 
  Bretonnian barons and mercenaries in the pay 
  of the Prince of Miragliano. The skirmishes 
  take place in the foothills of the Iranna 
  Mountains, near the small town of Ravola 
  which is famed for its vineyards.
  
  V
  58
  UP IN ARMS
  1425 IC
  The Prince of Miragliano arranges a conference 
  to put a stop to the feuding between Tilean 
  landowners and Bretonnian barons. The 
  Bretonnian Baron du Bors challenges the 
  Tilean venator Etto ‘The Fierce’ to a joust. 
  The resulting Tournament of Ravola sees 
  the flower of Bretonnian chivalry soundly 
  beaten by Tilean knights and ends Bretonnian 
  pretensions to domains in Tilea.
  1448 IC
  Tilean mercenaries take part in wars to free 
  Estalia from the Sultan of Araby. The Sultan 
  sends several fleets to besiege the city of 
  Tobaro, but each one is repulsed.
  1487 IC
  Unseasonal mists descend on Remas and 
  result in their fleet of galleys having to remain 
  at sea. A Dark Elf raiding fleet penetrates the 
  harbour. They are beaten back at the Battle of 
  the Bridge, but not before they have inflicted 
  great damage on the city and absconded with 
  many captives.
  Age Of Exploration
  1492 IC
  Marco Colombo becomes the first Tilean to 
  visit Lustria and survive to tell the tale. On 
  his return with a great fortune in gold and 
  gems, he takes command of the mercenary 
  army of Orlando, the exiled Prince of Trantio. 
  Marco captures the city of Trantio and 
  becomes its merchant prince. Trantio goes on 
  to enjoy many years of prosperity in trade and 
  supremacy in warfare.
  1501 IC
  Sartosa is recaptured from corsairs of Araby by 
  the mercenary army of Luciano Catena, Prince 
  of Luccini. Surviving corsairs are allowed to 
  stay and serve Luciano as mercenaries in his 
  fleet. The island becomes a principality of 
  Luccini and home of their fleet.
  1563 IC
  Skaven forces attack the city of Tobaro from 
  below in a series of raids, razing large parts of 
  the city. After the attack it is discovered that 
  much of civilian populace have been spirited 
  away, never to be seen again.
  1565 IC
  Tobaro is saved by the arrival of the merchant 
  prince Meldo Marcelli at the head of a 
  mercenary army reinforced by Sea Elf allies. 
  Meldo Marcelli is summarily elected as prince 
  of the city and his family remain the rulers of 
  Tobaro for many years after.
  1601 IC
  The village of Escantos in Southern Tilea is 
  completely devoured by swarms of rats.
  1681 IC
  The Night of the Living Dead. Throughout 
  Tilea, the dead stir and walk the land. Entire 
  towns and villages are destroyed by the 
  shambling forces of the undead. The cult of 
  Morr is well established in Tilea, and their 
  priests help to ensure that the skeletal hordes 
  do not overrun Tilea’s cities.
  1699 IC
  Tilean merchants Ricco and Robbio trek east 
  across the Silk Road, hoping to discover an 
  eastern route to Ulthuan. They are received at 
  the court of the Dragon Emperor of Cathay 
  and trade begins to flow along the Silk Road 
  from the Old World to the Celestial Empire.
  1722 IC
  The plague fleet of the Chaos Champion 
  Erghal Bloodhard besieges the Tilean town of 
  Zorastra, but is kept at bay by the excellent 
  sea defences protecting the port. Inspired by 
  Nurgle, the fleet’s shamans feed plague-ridden 
  meat to seabirds that nest in the city, and 
  soon Zorastra suffers an outbreak of disease. 
  Refugees fleeing the city undo the chain gates 
  that kept the reavers at bay, and Zorastra is 
  sacked by the followers of Chaos.
  1757 IC
  In Sartosa, rebellions against the Prince of 
  Luccini grow increasingly frequent. He finally 
  loses control of the island when the crews of 
  a flotilla of mercenary galleys mutiny. The 
  island rapidly falls into anarchy and becomes 
  a pirate lair.
  1812 IC
  The Red Pox ravages northern Tilea. In 
  Miragliano, nearly one in three citizens is 
  laid low by the disease. Large rats are blamed 
  for spreading the pox, and Miragliano begins 
  to employ a standing force of Rat Catchers 
  among their mercenary troops. 
  1877 IC
  In Tobaro, the rule of the Marcellis comes 
  to an end when a secession squabble erupts 
  following the death of Antonio Marcelli III. 
  Civil war is averted when the court seer 
  prophesies that the next prince is doomed to 
  meet an unpleasant fate. Suddenly, no one 
  wants the post. To ward off the prophecy, a 
  pig is made Prince of Tobaro.
  1890 IC
  Piggolo I of Tobaro dies when he falls over 
  the cliff edge and into the sea during an 
  inspection of his guard. Rumours abound 
  of an assassination and several courtiers are 
  arrested on suspicion of treason.
  
  V
  59
  TILEA AND TILEAN CHARACTERS
  1948 IC 
  The Year of the Four Tyrannies of Tilea.
  2243 IC
  The pirate captain known as the Black Cygnet 
  returns from plundering shipping lanes to the 
  New World. He uses his ill-gotten gains to 
  establish the estate of Udolpho. Rumours 
  begin to circulate that it is a site of dark and 
  experimental sorcery.
  2283 IC
  Smarra Udolpho invites the household of 
  Isabelle Di Lambrusco to visit the Udolpho 
  estate to celebrate their impending nuptials. 
  Isabelle’s jealous brother murders her on the 
  eve of the wedding. She returns from the grave 
  to haunt the estate as the Spectre Bride.
  2302–2320 IC
  Many small towns near the Blighted Marshes 
  are razed or disappear altogether.
  2321 IC
  Flotillas of strange ramshackle craft are 
  spotted in the Tilean sea near Tobaro, but 
  they are never identified.
  2321–99 IC
  Tilea is gripped by recurrent famines caused 
  by plagues of mice eating the grain. In Remas 
  a group of merchants sponsor the raising 
  of a regiment called the Republican Guard. 
  They slay the tyrannical merchant prince 
  Omilo Mondo and parade his decapitated 
  head around the city on a pike. The merchant 
  families of Remas form a council of fifty from 
  whom a ruling triumvirate is chosen to govern 
  the city. The Prince of Verezzo greedily hoards 
  grain and sells it to his citizens at extortionate 
  prices. He is also toppled from power and a 
  republic is proclaimed. The system in Verezzo 
  is more democratic than that of Remas; the 
  merchant families are divided into factions 
  distinguished by voting colours: reds, greens, 
  blues, and yellows.
  2379 IC
  A band of Dark Elf corsairs are shipwrecked 
  near Sartosa. They steal several ships including 
  the flagship of the pirate lord Ernezio Porcurio. 
  The Elves hire a crew of pirate sellswords and 
  raid the coasts near Remas and Luccini. They 
  are betrayed by the mercenaries and become 
  the captives of the pirate captains from whom 
  they stole the ships.
  2401 IC
  At the siege of Monte Castello, five hundred 
  mercenaries hold out against ten thousand 
  Orcs. The troops are inspired by the example 
  of the formidable Mana-Lisi, daughter of their 
  general. Upon her father’s death she donned 
  his armour and vowed to fight the Orcs to 
  the last, preventing them from scrawling on 
  the Castello’s magnificent frescos.
  2406 IC
  The mercenary general Ennio Mordini is 
  employed by Duke Fabriano of Lumbrusco 
  to make war on his neighbour, the Duke of 
  Organza. Ennio performs competently. In 
  fact, he is so competent that he begins to 
  make his employer increasingly nervous.
  2411 IC
  The Duke of Organza offers to make peace 
  with Duke Fabriano and in secret meetings 
  the two dukes agree that Ennio Mordini must 
  be killed. Duke Fabriano orders Mordini to 
  attack Organza via a mountain pass, and 
  Ennio walks into an ambush and is slain 
  along with his men.
  2416 IC
  An army of skeletons flying the tattered 
  banner of Ennio Mordini march from the 
  Appucini mountains. They lay siege to the 
  city of Lambrusco, overrun it, and fortify it.
  Era of Enlightenment
  2000 IC
  A new age of art, culture, and prosperity 
  flourishes. In Miragliano, a city that had 
  developed in a rambling way over many 
  centuries, a bold redevelopment plan is 
  implemented by Prince Cosimo. He employs 
  Leonardo di Miragliano to redesign the city’s 
  streets and plazas. Leonardo builds many 
  towers that list in the marshy ground. Rather 
  than being regarded as a liability, the towers 
  spark a fashion of leaning structures that goes 
  on to characterise many of Tilea’s cities.
  2012 IC
  Leonardo di Miragliano travels to the Empire 
  to work on the fresco in Wurtbad’s temple 
  of Myrmidia. He later enters the service of 
  Stefan Franz, Prince of Altdorf, and sets up 
  the institution that will go on to become the 
  Imperial School of Engineers.
  2192 IC
  Duke Alfonzo of Miragliano leads a 
  mercenary army into the Zombie Swamps 
  and drives a large force of Skaven back into 
  the Blighted Marshes.
  2236 IC
  Grottio paints 2000 naked nymphs on the 
  ceiling of the Palazzo Verezzo instead of a 
  battle scene. He is exiled to the island of 
  Nocucci as punishment.
  
  V
  60
  UP IN ARMS
  2418 IC
  Otranto Udolpho, a maverick sorcerer, tries 
  to conquer the Udolpho estate at the head 
  of an army consisting of undead troops and 
  a regiment of Daemonettes. In Luccini the 
  corpse of Ernezio Porcurio is found inside a 
  windowless basement beneath his castle, the 
  cellar is locked from the inside. No trace of 
  the killer can be found.
  2430 IC
  Melmoth Udolpho sells his soul to Slaanesh 
  in return for a promise that he would never 
  be bored again.
  2442 IC
  The Miraglianese sculptor Angelo Fittorini 
  becomes renowned for his beautiful depictions 
  of the gods and goddesses of the Old World.
  2485 IC
  Borgio makes himself Prince of Miragliano. 
  He executes so many of his enemies by 
  hanging them from Miragliano’s leaning 
  towers that the buildings are said to lean more 
  during his reign than at any other time.
  2488 IC
  Prince Luigi of Pavona is assassinated, leaving 
  his beautiful young wife, Lucretia Belladonna, 
  dowager of the principality.
  2489 IC
  At the battle of Villa Vennia, Borgio the 
  Besieger defeats a mercenary army from the 
  Republic of Remas. 
  2494 IC
  Pavona is defeated by a mercenary army from 
  the Principality of Verezzo. Prince Borso is 
  wounded in the battle but swears by the healing 
  arts of his new wife, Lucretia Belladonna. He 
  dies a few days later.
  2495 IC
  At the battle of Via Veddia, Borgio the 
  Besieger defeats a mercenary army from the 
  Republic of Verezzo.
  2497 IC
  Prince Donato of Pavona brokers an alliance 
  with Trantio but perishes after consuming a 
  meal of poisonous mushrooms. His widow, 
  Lucretia Belladonna, soon remarries, choosing 
  the dashing captain Ranuccio for her husband. 
  At the battle of Vittoria Viccia, Borgio the 
  Besieger defeats a mercenary army from the 
  Principality of Trantio, assisted by the last-
  minute betrayal of the mercenaries from 
  Pavona who attack their Trantine allies in the 
  rear. Miragliano is established as the most 
  powerful principality in Tilea.
  2503 IC
  Borgio the Besieger is murdered in his bath 
  with a toasting fork. Street fighting breaks 
  out in Miragliano as various factions vie for 
  power, and Borgio’s excellent mercenary army 
  fragments as captains lead their regiments away 
  from the city in the hope of new employment. 
  Braganza’s Besiegers, Vespero’s Vendetta, and 
  Bronzino’s Galloper Guns are just a few of 
  these regiments of renown.
  2505 IC
  Leopold di Lucano, who claims descent from 
  Lucan, and Lorenzo Lupo, who claims descent 
  from both Lucan and Luccina, vie for control 
  of Luccini. Priests at the Temple of Lucan 
  and Luccina support Leopold but switch sides 
  after receiving a vision foretelling victory for 
  Lorenzo. The temple guard, who are loyal 
  to Leopold, throw the priests into the sea. 
  Lorenzo holds most of the city — but Leopold 
  holds the acropolis. Lorenzo offers Leopold 
  amnesty if he and the temple guard leave 
  Luccini and promise never to return. Leopold 
  considers the offer, loots the acropolis, and 
  departs. Lorenzo becomes Prince of Luccini.
  2506 IC
  Ysidro d’Amato, styling himself ‘The Water 
  Wizard’, becomes one of the richest merchants 
  in Miragliano after monopolising the city’s 
  supplies of potable water. 
  2507 IC
  Miragliano is beset by a virulent outbreak of 
  the Yellow Ague, which is traced back to the 
  water sold by d’Amato. Calls for his arrest are 
  made but he flees the city and vanishes.
  2509 IC
  After several defeats and humiliations, the 
  benighted regiment formed by Leopold di 
  Lucano and the temple guard from Luccini 
  decide to send a generous portion of all their 
  earnings back to the temple of Lucan and 
  Luccina. Upon doing so their fortunes change 
  and they win the first of many victories. 
  Leopold is renamed ‘Leopold di Lucci’ by his 
  troops, the Leopard Company.
  2513 IC
  Poggio, Prince of Pavona and seventh husband 
  of Lucretia Belladonna, dies after consuming 
  three bottles of dubious quality wine.
  
  VI
  61
  In the sun-kissed regions of Tilea and Estalia, a 
  traveller cannot fail to notice evidence of the worship 
  of the Goddess of War, Myrmidia. With conflict always 
  looming, it is natural that people seek spiritual guidance 
  and blessings in the art of war. 
  A FAITH IN WAR
  Myrmidia provides comfort to the soldier on the eve of 
  battle, but also invokes strength in the townsperson who 
  must traverse the dark alleyway, clutching their dagger 
  nervously. She inspires courage to the peasant embattled 
  by inhuman raiders from the wilderness. At some point in 
  their lives, many Old Worlders will have invoked the aid 
  of Myrmidia at a critical juncture, when a violent death 
  seems certain, or when loved ones are called to war. 
  the myRmidian faith
  Seat of Power: The Archecclesiastium, the chief 
  temple in Magritta
  Head of the Cult: La Aguila Ultima Isabella Giovanna 
  Luccelli 
  Primary Orders: Order of the Blazing Sun, Order of 
  the Eagle, Order of the Righteous Spear
  Major Festivals: No fixed holy days, but celebrations 
  to Myrmidia are held at the beginning and end of 
  campaigns and it is common practice to sacrifice to 
  her before and after a battle
  Popular Holy Books: Bellona Myrmidia, Bellum 
  Strategia, The Book of War
  Holy Symbols: A spear behind a shield, an eagle
  THE CULT OF MYRMIDIA
  •
  •
  
  VI
  62
  UP IN ARMS
  Statues of the goddess portray her as a woman in the 
  prime of youth, standing tall, head held high, clad in the 
  traditional panoply of classical Remas, a plumed helm 
  and muscled cuirass of bronze. She leans on a spear, and 
  bears a shield emblazoned with an eagle — symbol of her 
  keen insight and broad view in battle. A lion often rests at 
  her feet, showing how she can subdue even the strongest 
  foe with her feats of arms. 
  Myrmidia does not favour brute force or mindless 
  bloodshed. She is patron of the art and science of war, 
  who recognises both the elegance of single-combat and 
  the sweeping vision of grand strategy. She rewards those 
  who fight their wars with honour. She endorses the 
  pursuit of wisdom in warfare and inspires commanders 
  with tactical brilliance on the battlefield, and individual 
  fighters with quick-witted swordplay. 
  Myrmidia is also the patron of the cunning ruse and 
  well-timed ambush, but she is not a cruel goddess. The 
  defeated enemy must be granted clemency if they submit 
  and captured towns and cities must be spared the ravages 
  of sacking. She grants victory to the honourable but is the 
  staunch nemesis of hubristic conquerors who visit woe 
  upon the vanquished.
  foUndations of the CULt
  Myrmidia is an unusual deity. Most of the gods of the 
  Old World pantheon arise during the time before Sigmar, 
  when records were unreliable and the deeds of the gods 
  and formation of their cults a matter of much dispute. 
  Even the most devout Ulrican might consider many 
  stories associated with him to be parables or legends 
  rather than historical realities. Then there is Sigmar 
  himself, whose earthly deeds are considered fact and 
  whose apotheosis is granted by most Old Worlders.
  The foundation of Myrmidia’s cult, on the other hand, 
  has parallels with both that of Sigmar and those of the 
  other gods, being a confusing mix of historical fact and 
  legendary origins. To add to the confusion, each of the 
  main holy texts of the Myrmidian cult, The Book of War, 
  Bellona Myrmidia, and Bellum Strategia all give different 
  accounts of her origins and place varying emphasis on the 
  importance of her story. 
  Furthermore, there is a fierce controversy within the 
  cult as to whether Myrmidia is a Tilean goddess or an 
  Estalian one. This debate stokes great division between 
  the Great Temple of the goddess in Remas and the 
  Archecclesiastium, high temple of Myrmidia in Estalia. 
  the tiLean tRadition
  Tilean folklore has it that all people of the Southern Old 
  World are descendants of those who fled the disaster 
  that claimed the city of Tylos. Indeed, the records of 
  both Elves and Dwarfs give credence to the notion that 
  a mighty city once existed in the area now swathed by 
  the Blighted Marshes. Rising waters, meteor strikes, 
  and corruption from within are variously blamed for the 
  destruction of Tylos. Most scholars agree that it did exist 
  but ceased to be around -1780 IC.
  The Bellona Myrmidia, principal text of the Tilean arm of 
  the cult, claims that the ruler of the city was also named 
  Tylos, and that he made a covenant with a goddess of 
  Civilisation, Beauty, and Honour who helped him nurture 
  his city to greatness. This goddess abandoned Tylos due 
  to his pride and envy, and shortly afterwards the city was 
  destroyed. According to the text, this goddess was an 
  incarnation of Myrmidia, and that during this time she 
  was a pacifist like her sister, Shallya.
  According to legend, the twins Lucan and Luccina 
  founded Luccini among the ruins of an ancient Elf city 
  in 1 IC, and other Tilean cities were established in the 
  centuries that followed. The Bellona Myrmidia has it that 
  the first recorded site of Myrmidian worship is Remas, 
  where they claim she was born as a mortal. Remans 
  stubbornly insist that the goddess’ place of birth was their 
  city, and for proof point to the sacred Omphalos on display 
  above the high altar of the colossal Reman temple — a 
  huge egg-shaped stone, cleft in two, crystalline within its 
  centre. It was from this stone that legend purports the 
  infant Myrmidia crawled, to be found and adopted by a 
  pair of humble goat herders.
  Bellona Myrmidia teaches that Myrmidia learned hard 
  lessons in her early years, forced to live with an uncaring 
  aunt and uncle after the death of her adoptive parents. 
  
  VI
  63
  THE CULT OF MYRMIDIA
  This heartless couple worked Myrmidia hard, and then 
  sold her into the service of a cruel local duca. This 
  duca was an unkind master, and after suffering many 
  indignities Myrmidia took down a ceremonial spear from 
  his collection and ran him through. 
  Driven by her experiences, Myrmidia abandoned her 
  pacifist ways and declared herself a champion in the 
  cause of ridding the world of injustice. Many great heroes 
  joined her cause and forged a great southern empire that 
  stretched across Tilea, Estalia, and much of what is now 
  the Border Princes and southern Bretonnia.
  According to the Bellona Myrmidia, during this time 
  Myrmidia was entranced by an Estalian nobleman named 
  Ottokar, and that through her affection and favour he 
  came to rule Magritta. While she was on campaign, he 
  revealed himself a cruel tyrant and, fearing retribution 
  upon her return, arranged for her assassination. 
  Myrmidia was laid low by a poisoned dart, but Ottokar 
  suffered for his wickedness. It was said that he was cursed 
  by Shallya, Verena, and Morr to be stripped of his health 
  and his wits, and never to receive the mercy of death.
  KEY DIFFERENCES BETWEEN MYRMIDIAN THEOLOGY 
  ACCORDING TO TILEANS AND ESTALIANS
  Issue
  Tileans
  Estalians
  Centre of cult authority
  L’Ultima Aquila Isabella Giovanna 
  Luccelli is the head of the cult, and ought 
  to move its centre to the High Temple in 
  Remas
  La Aguila Ultima Isabella Giovanna Luccelli is 
  the High Priestess at The Archecclesiastium, 
  the chief temple in Magritta
  Legitimacy of Bellona 
  Myrmidia
  Literal truth of Myrmidia’s life and 
  achievements
  A collection of folklore and fairy tales, of 
  spiritual importance but not historical fact
  Legitimacy of Bellum 
  Strategia
  Apocryphal ramblings that may inspire the 
  faithful but hold no true veracity
  The holy revelation of Myrmidia’s manifestation 
  as a goddess incarnate in Magritta
  Legitimacy of The Book 
  of War
  An important work in understanding the 
  precepts a good Myrmidian ought to abide 
  by, and an account of twelve battles fought 
  under the generalship of Myrmidia 
  An important work in understanding the 
  precepts a good Myrmidian ought to abide by, 
  and an account of twelve battles fought under 
  the guidance of generals inspired by Myrmidian 
  principles
  Myrmidia was previously 
  a goddess of Civilisation 
  and companion to Tylos
  Commonly understood to be fact, or at 
  least a respected legend
  Dismissed as a Tilean myth
  Belief that a Myrmidian 
  classical age…
  began in Remas, led by Myrmidia herself, 
  and conquered Estalia
  began in Magritta, was either led by Myrmidia 
  herself or those who were inspired by her, and 
  conquered Tilea
  Enjoy the favour of…
  the Order of the Eagle
  the Order of the Blazing Sun
  Belief that Myrmidia 
  spent time as a mortal…
  is hugely important and proper to all true 
  Myrmidians
  is optional and of secondary importance to 
  understanding what she represents
  
  VI
  64
  UP IN ARMS
  the estaLian tRadition
  Magrittans fiercely differ with the theology taught in 
  Remas. They decry the Reman account as mere fable — 
  are not the sly Tileans renowned for their trickery? Was 
  not Myrmidia born of the union of Morr and Verena, 
  daughter of death and justice? They attest to the primacy 
  of the priests of the Archecclesiastium and teach that 
  their authority is warranted by Bellum Strategia, a brittle 
  yellowed text kept under lock and key in their temple’s 
  library. These assert that it was in Magritta that Myrmidia 
  first stepped from the heavens, alighting on the same rock 
  upon which the Archecclesiastium is built. In the bowels 
  of the temple an imprint of her footprint can be seen on 
  that sacred rock. 
  Extract from the Bellona Myrmidia (Reman edition), sacred 
  book of the followers of the Goddess of War, translated by 
  Professor Heinrich Grüberhaus of the University of Altdorf
  ‘And Tylos came to be recognised chief of the wandering Kavzar 
  and sought to found a city for his folk. And he made covenant 
  with Myrmidia to erect its walls, and so it was deftly done. 
  Yet Tylos was unsatisfied, for the cities of the Elvenkind were 
  greater, and so he bid his tribe to raise a white tower to the 
  heavens. But Myrmidia scorned his pride and abandoned the 
  city, and it fell to rapacious vermin, and therein foetid ground 
  now lies, neglected and abused. And Elf and Dwarf fought, and 
  the Elves departed, sailing their shining ships to the West, and 
  the Dwarfs’ Everlasting Realm was brought low through the 
  wickedness of Goblins, and Mankind filled the void and they 
  did prosper and spread their seed. And Myrmidia took pity on 
  the scattered tribe of Tylos, and walked among them as a mortal 
  woman, and took up her Spear of Righteousness and Shield 
  of Honour and slew the enemies of Men in their thousands. 
  War was won with fire-forged metal, and the tribes of Tilea and 
  Estalia raised her as their Queen. Yet fresh was the crown on 
  her brow when a dart daubed in poison laid her low, and with 
  her dying breath she bade them build a Great Ship, and she 
  drifted seawards to the West, following the undying sun. And so 
  she was raised once more to the halls of the divine, to rule the 
  southern lands from a Heavenly Throne…’
  The Remans mock the text as apocryphal. They claim that 
  a simple explanation lies behind the indentations on the 
  rock, that centuries of rainwater dripping from the leaky 
  roof of the Archecclesiastium is their actual cause. 
  This schism is no mere clash of words between venerable 
  archivists. Over the centuries, the argument over primacy 
  has escalated to the clash of arms. Duels have been fought 
  between champions of each temple, and even armies have 
  been raised to settle the matter. Some histories maintain 
  that the collapse of the Reman empire in the distant past 
  was caused by the revolt of the Estalians against Tilean 
  rule, fuelled by this rivalry. 
  Whether this is a matter of historical fact is best 
  treated with healthy scepticism, but it is certain is that 
  relationships between followers of Myrmidia in Tilea and 
  Estalia are tense and show no signs of waning. 
  The head of the Order of the Eagle and high priestess 
  of the cult, La Aguila Ultima Isabella Giovanna 
  Luccelli, despite being Tilean herself, has moved to 
  Magritta and re-established the cult’s high council at the 
  Archecclesiastium. She has taken this course of action in 
  the hope that it will help ease tensions, but many Tileans 
  regard the move as a humiliation.
  the oUtsideR’s peRspeCtive
  Sacred statuettes of a female form with arms and 
  armour, roughly hewn from stone, have been dug up by 
  those foolish enough to delve into the ancient barrows 
  that dot the Old World, braving the Wights that guard 
  them. These rare items, which fetch a prestigious price 
  among antiquarians, suggest that a warrior goddess was 
  worshipped by the people who raised these mounds, 
  though whether they represent Myrmidia is debatable. 
  Theologians of the Empire are careful not to incite the 
  ire of the followers of a god, but many of them secretly 
  dispute the notion of a southern empire and go so far 
  as suggest that the legends of Myrmidia are simply 
  poor imitations of the legend of Sigmar that contradict, 
  rather than support, known facts about the history of the 
  southern realms.
  
  VI
  65
  THE CULT OF MYRMIDIA
  the CULt in the empiRe
  In the Empire, Myrmidians have little influence. Her 
  methods in warfare lack the direct ferocity of Ulric or the 
  patriotic fervour of Sigmar. She is deemed an ‘officer’s 
  goddess’ with little to offer the common soldier. Most 
  Myrmidians are regarded with a mixture of suspicion 
  and curiosity, though the Knights of the Blazing Sun are 
  respected throughout the Empire, famed as the first of 
  the Knightly Orders to pledge their allegiance to Magnus 
  the Pious during the Great War Against Chaos.
  The worship of Myrmidia arrived relatively late, brought 
  northwards by mercenaries returning from the employ of 
  warring Tilean city-states, around the first millennium of 
  the Imperial Calendar. Although nowhere near rivalling 
  the native cults of Sigmar and Ulric, Myrmidia was a 
  welcome addition to the spiritual arsenal an Imperial 
  commander could call upon to win victory in battle. 
  As the Empire descended into civil war, worship of the 
  goddess in the Empire ebbed away. Her strictures on 
  honourable combat fell from favour in those dark and 
  desperate times. During the wars against the Ratmen that 
  commenced in 1111 IC, prayers made to the goddess for 
  deliverance from the Skaven menace went unanswered.
  It was not until the Crusades of 1448 IC that the cult of 
  Myrmidia again rose in prominence within the Empire. 
  Hundreds of Imperial knights rallied to the call of King 
  Louis the Righteous of Bretonnia to free Estalia from 
  the clutches of the Arabyan sultan. With his defeat, 
  a new Imperial Knightly Order marched homeward 
  from the parched lands of the distant south, having 
  been instrumental in the liberation of Estalia and the 
  destruction of forts and palaces in Araby. 
  During the legendary Battle of Magritta, three-score 
  knights of the Empire held their ground as wave after 
  wave of Black Scimitar Guard crashed against them. 
  Finding themselves on deadly ground, with their backs 
  to the wall of a temple to Myrmidia, they prayed to the 
  goddess for a valiant death in the face of the uncountable 
  enemy. Such was their valour that Myrmidia smiled upon 
  them, and the earth trembled. 
  A massive statue of the goddess tumbled from its perch, 
  high on the temple roof, and came crashing down upon the 
  leader of the foe and pulverising his minions right and left. 
  The survivors turned and fled. The heroic knights thought 
  nothing of their safety but used this respite from battle to 
  rescue many Estalian civilians who were huddling within 
  the temple and lead them from the killing grounds. The 
  surviving knights converted en-masse to Myrmidia and 
  honoured her name by fighting under the banner of the 
  Blazing Sun. Returning to the Empire, they dedicated a 
  shrine to the goddess at Talabheim, which today is their 
  foremost Chapterhouse. 
  Inspired by the feats of the knights, worship of Myrmidia 
  among the folk of the Empire has grown steadily. 
  Nowadays shrines to the goddess are dotted throughout 
  the nation, and most major cities have a temple dedicated 
  to her teachings. 
  The cult is also growing popular with women in the 
  Empire. She is not seen as a chauvinistic god, like Ulric, 
  and teaches arts of war which favour clever and adaptable 
  fighters over the merely strong. Women whose sons and 
  husbands are at war also seek her blessing. They ask her 
  to guide the officers into wise decisions that will see their 
  loved ones return home again. The saying has it that 
  ‘Sigmar takes you to war, but Myrmidia brings you back.’ 
  Followers of Sigmar do not appreciate the sentiment.
  There are a surprising number of especially fervent 
  worshippers of Myrmidia within one section of Imperial 
  society. The Myrmidons are a group of twelve drawn from 
  noble families who once lived in the former province of 
  Solland. The sun symbol of Solland resembles Myrmidian 
  iconography, and the twelve Myrmidons are charged 
  with the secret safekeeping of the crown of Solland. They 
  look to Myrmidia for inspiration. It is common amongst 
  these families and other nobles linked with Solland to 
  encourage their sons to join the ranks of the Knights of 
  the Blazing Sun. The group are also rumoured to have ties 
  of obligation to the Lietdorf family of Averland, though 
  the degree to whether the Lietdorfs owe their fortunes to 
  the Myrmidons, or vice versa, is unclear.
  
  VI
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  UP IN ARMS
  aLLURian
  (-3567 IC to -967 IC)
  Considered by many to be the greatest High Elf tactician 
  who ever lived, Allurian wrote her earliest treatises 
  on grand strategy during the reign of Bel Shanaar the 
  Explorer. Allurian was a keen observer of politics and 
  the study of the cultures and behaviours of species 
  throughout the world, and her insights were even credited 
  for the many military successes of Caledor the Conqueror 
  (-2749 IC to -2199 IC). Allurian was a battlefield advisor 
  to many of the Phoenix Kings until the reign of Tethlis 
  the Slayer (-996 IC to -692 IC). She died alongside her 
  king, and, like him, the manner of her death is unclear 
  and a cause of much argument.
  It would be a grave mistake to call Allurian a Myrmidian, 
  for she worshipped the Elven Pantheon and died nearly 
  a millennium before the cult of Myrmidia came into 
  being. However, since the translation and publication of 
  her collected Elven War Studies, it would be fair to say 
  that most serious Myrmidians are scholars of Allurian. 
  Allurian’s advice may be over 5000 years old at this point, 
  but her insights into the most efficient strategies remain 
  true even in the age of roaring cannon fire. ‘Understand 
  Allurian,’ priests of Myrmidia say, ‘and no enemy will 
  ever survive contact with your plans.’ The only text that 
  Myrmidians rate as highly as a guide to how to prosecute 
  warfare is The Book of War.
  BeRndt LavaspeaR
  (-1842 IC to -1621 IC)
  Berndt Lavaspear lived during the War of Vengeance 
  when the Dwarfs struggled against the Elves. Berndt was 
  a product of his time and most of his analysis focused on 
  making the most of the Dwarfs’ strengths while exploiting 
  the Elves’ weaknesses. Despite his limited perspective he 
  is considered by many to be the finest Dwarf strategist 
  who ever lived, and even Gotrek Starbreaker, who won 
  the war’s definitive victory long after Berndt had died, 
  was said to have studied his dense and exhaustive texts. 
  Many Myrmidians swear by Berndt’s The Dwarf Art of 
  War, though he is not as celebrated as Allurian. His text is 
  seen as a reaction to the High Elf ’s work, and he devotes 
  huge sections to nit-picking complaints regarding 
  Allurian’s occasional oversights rather than providing 
  workable alternatives of his own. That said, his advocates 
  suggest that a synthesis of Allurian’s insight and Berndt’s 
  critique makes for a truly versatile master strategist.
  the daRk maiden
  (Circa 30 IC if legends are true)
  The Bellona Myrmidia’s ‘Book of Transgressions’ tells the 
  tale of the Dark Maiden. She was rescued by Myrmidia 
  and, in thanks, warned her of an ambush that lay ahead. 
  Myrmidia sent her forces to flank the ambushers, resulting 
  in the Massacre of the Three Gorges. 
  FIGURES IMPORTANT TO THE MYRMIDIAN CULT
  
  VI
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  THE CULT OF MYRMIDIA
  This battle proved a turning point in the campaign. The 
  Dark Maiden is referred to only seven times, but this 
  has been enough for her to have an impact upon the 
  Myrmidian cult.
  She is also rumoured to have produced a testament of her 
  own, full of prophecies and world-shaking philosophical 
  truths, though if such a work exists it has never been 
  revealed to the wider world. Despite her relative obscurity 
  three separate Knightly Orders dedicate themselves to 
  her, and two Monastic Orders practice a form of reclusive 
  lifestyle inspired by her teachings.
  LeonaRdo di miRagLiano
  (1978 IC to 2027 IC)
  Leonardo is commonly cited as the greatest human 
  genius, a master of art and science whose insights and 
  achievements remain peerless despite 500 years of 
  subsequent progress. Myrmidia is often referred to as the 
  patron of the science of war, and Leonardo was a devotee 
  of the goddess. 
  He devoted his work to her, depicting her likeness and 
  deeds in many artworks, in particular the magnificent 
  imagery of the domed fresco in Wurtbad’s temple. He is 
  also famed for his military engineering work, including 
  the invention and fabrication of twelve steam tanks. 
  Those who knew Leonardo said that he intended his 
  war machines as a votive offering to the goddess (though 
  the fact that he was sponsored in his work by patrons 
  as wealthy as Prince Cosimo of Miragliano and Prince 
  Stephan Franz of Altdorf certainly helped).
  The Imperial School of Engineers is careful to position 
  itself as a secular institution, with a moderate Sigmarite 
  bias (such attitudes being deemed as fit and proper for 
  any major institution in Altdorf). As a divinity with a 
  particular association with the science of war, Myrmidia 
  has many admirers within the school. Soldiers of the rank 
  and file may well deem Myrmidia an officer’s deity, but 
  she has some of her most fervent admirers within the 
  ranks of the engineers.
  mana-Lisi gaLeazzo
  (2369 IC to 2401 IC)
  Mana-Lisi was the daughter of Old General Galeazzo, 
  castellan of Monte Castello. When the Orc horde of 
  Ugluth the Vile attacked the fortress in 2401 IC, the 
  defenders found themselves massively outnumbered. 
  When Galeazzo was struck down Mana-Lisi hid his body, 
  donned his armour, and led his troops as they proceeded 
  to repulse three further attacks. During the last of these 
  assaults Mana-Lisi lost her helm, and the men uncovered 
  the ruse. Their morale was nearly broken, and they began 
  to talk of risking everything in a desperate sally.
  Mana-Lisi, a student of Myrmidian strategy, pointed 
  out to the wavering men that if the Orcs were allowed 
  to enter the fortress they would defile Tintoverdi’s 
  greatest masterpiece, The Five Seasons, which adorned 
  the commandantery’s banqueting room. This was widely 
  regarded as the finest fresco in the world, and she asked 
  those who wished to defend the work to remain, whilst the 
  others could go. Shamed by her bravery, the soldiers fought 
  to the last. Three months later a relief force from Luccini 
  liberated the castle, finding just twenty five pikemen alive 
  inside. Mana-Lisi herself had been slain by a Goblin arrow. 
  To this day many mercenaries bear heraldry of Myrmidia 
  depicted with the face of Mana-Lisi.
  ennio moRdini
  (2369 IC to 2411 IC and then 2416 IC to Present)
  Mordini was one of the most renowned mercenary 
  commanders of Tilea’s Era of Enlightenment. He claimed 
  he was blessed by both Myrmidia and Morr, and it was 
  said that to serve under his command was to court victory 
  and cheat death. Ennio worked for Duke Fabriano of 
  Lumbrusco, a princedom by the the Apuccini Mountains. 
  Behind Ennio’s back the Duke and his rival, the Duke of 
  Organza, came to an agreement. Fabriano ordered Ennio 
  to march on Organza, sending the mercenary to his death 
  in a a well-prepared ambush. Five years later, an army of 
  mail-clad skeletons marched out of the mountains under 
  the tattered banner of Mordini. They cut the armies of 
  Lambrusco to ribbons and razed the city to the ground. 
  It is said that Mordini has now re-fortified the city and 
  established a court of the dead there.
  
  VI
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  UP IN ARMS
  BoRgio the BesiegeR
  (2452 IC to 2305 IC)
  Borgio, the Prince of Miragliano, was nicknamed ‘The 
  Besieger’ as a result of his many successful military 
  campaigns. During his life he fought against every major 
  principality in Tilea. 
  A student of Myrmidian tactics, Borgio implemented 
  many strategic techniques, from employing cunning ruses 
  in battle to inspiring his troops by leading by example 
  and even mucking in with the construction of moats and 
  earthworks. In 2489 IC, he defeated Remas at the Battle 
  of Villa Vennia, where he famously goaded the Reman 
  army over a freezing river and into an ambush. In 2495 
  IC, he defeated Verezzo in the Battle of Via Veddia 
  where he is said to have hidden half his forces behind a 
  small hill. In 2497 IC, he defeated Trantio in the Battle 
  of Vittoria Viccia after luring them into an encirclement. 
  He was found dead in his bath in 2305 IC, after having 
  been stabbed with a poisoned toasting fork.
  vaLanCoURt of nULn
  (2455 to the present day)
  Notable Myrmidian strategists tend to devote themselves 
  to understanding the grand sweep of war, how best 
  to deploy an army, position a battalion, or utilise a 
  regiment. The training of individual soldiers is considered 
  important, but Valancourt of Nuln is unusual in that he 
  has dedicated his life to the pursuit of expertise in the 
  strategy and mastery of single combat. He is one of the 
  most sought-after tutors of fencing in the Old World, 
  and his students include Johann von Mecklenburg, the 
  late Count Leos von Liebwitz, and, it is rumoured, the 
  master assassin Vespero ‘the Wasp’ of Luccini. 
  Valancourt is a controversial figure within the Myrmidian 
  cult. His prices are extortionate, leading critics to claim 
  that the Myrmidians are an elitist cult with little to offer 
  common folk. Valancourt defends himself by pointing 
  out that he leads a rather humble life, donating most of 
  his earnings to the Temple of Myrmidia in Nuln.
  giovanni maRmaLodi
  (2477 IC to the present day)
  Marmalodi is a Myrmidian priest from Tobaro who has 
  become a noted expert in siege warfare.  His Treatise on 
  the Deliverance of Castles is considered the definitive guide 
  to the storming of fortresses by Tobarans. 
  Marmalodi’s style is brusque and unsentimental, and 
  more politically-minded Myrmidians feel that he makes 
  for a poor example of a figurehead. They point to his 
  advice that fortress gates be made to be no more than 
  four feet high in order to foil attacks by Giants and Ogres 
  and cite it as a typical example of what happens if military 
  strategy is prioritised over other obvious considerations. 
  This lack of perspective has made Giovanni a figure of 
  fun in cities such as Verezzo and Miragliano.
  BELIEFS
  The precepts of the cult of Myrmidia are largely derived 
  from The Book of War which gives an account of twelve 
  great battles fought in the classical age, together with an 
  exhaustive commentary. Myrmidia is the goddess of the 
  battlefield, inspirer of tactical brilliance, and progenitor 
  of honourable warfare. There are three main traits which 
  those who dedicate themselves to Myrmidia consider 
  worthy beyond all other things: honour, knowledge, and 
  aesthetic flair.
  
  VI
  69
  THE CULT OF MYRMIDIA
  A devotee of Myrmidia must conduct themselves with 
  honour. This is not honour in the sense that most warriors 
  might recognise it. The honour Myrmidia respects is 
  that the lives of soldiers are not needlessly wasted. An 
  Ulrican may regard ruses and ambushes as dishonourable, 
  a Myrmidian would not, provided those things were 
  employed to win wars quickly and decisively.
  If an enemy behaves with no honour, bullies the weak, 
  oppresses the peaceful, then the follower of Myrmidia 
  must give no quarter.  A follower of Myrmidia might 
  roam the lands hunting for worthy opponents, but they 
  also seek to redress wrongs and injustices wherever they 
  encounter them.
  Their sense of honour extends also to the dead — friends 
  who fall in battle must be retrieved and given worthy 
  funerary rites, and a valiant enemy, too, must be so 
  honoured if they succumb in combat. 
  According to Myrmidians it is a supreme act of dignity 
  to submit one’s will to one’s master, be it lord, battle 
  commander, or high priest. Disobedience is tantamount 
  to disrespect for the goddess. However, an order that 
  commands an act of wickedness must be disobeyed. 
  Indeed, the conveyor of such an order must be punished. 
  This belief ensures that power never corrupts those who 
  wield it within the cult — as the master is ultimately 
  judged by the servants.
  A Myrmidian should also have an unquenchable thirst 
  for knowledge. A devotee believes it is their obligation 
  to seek out texts from across the world that illuminate 
  ancient or exotic modes of warfare, fighting techniques, 
  and records of forgotten battles. A rare treatise on the 
  art of war is considered a holy artefact. The original 
  will be housed in one of the cavernous libraries of the 
  Archecclesiastium or the Great Temple, whichever is the 
  highest bidder.
  The quest for knowledge not only encompasses 
  physical relics. For the true Myrmidian, the search for 
  inner knowledge is a spiritual duty that includes the 
  improvement of fighting styles, and the honing of tactical 
  finesse. Such expertise cannot solely be found within the 
  pages of training manuals — and the goddess expects 
  her devotees to seek out opponents from whom they can 
  learn new techniques.
  Finally, a follower of Myrmidia should care for the 
  aesthetic qualities of their martial equipment. They spend 
  hours polishing their armour and honing their blades. 
  Master weaponsmiths and armourers are esteemed by 
  the cult and are often employed at the temples of the 
  goddess. A master-crafted sword or perfectly fashioned 
  helm is treated with reverence and believed to be imbued 
  with the essence of the goddess herself.  
  A HOLY FAMILY
  More than any other of the Old World’s major deities, 
  Myrmidia is understood in relation to her relationship 
  to her divine family. Her domain is the science and 
  strategy of warfare, but theologians, especially those of 
  the Empire, point out that she shares important aspects 
  with her relations among the pantheon. Like Verena she 
  is obsessed with wisdom, for erudition contributes to the 
  formulation of cunning ruses and fresh strategic vision. 
  Insight, a domain of her father Morr, is also important to 
  a general or tactician, and Myrmidia’s domain is that of 
  warfare, where death is always at hand. Yet the worship of 
  Myrmidia is not associated with immoderate ferocity and 
  bloodthirst, so like Shallya she is merciful. 
  A rare few bolder theologians point out that Ranald, 
  owing his divinity to Shallya, has a relationship with 
  Myrmidia, and that trickery is also an essential part of 
  her makeup.
  With the debateable exception of Taal and Rhya, no other 
  major god shares so much of their own domain with 
  others. In the Empire the more close-minded theologians 
  argue that this makes Myrmidia a rather irrelevant deity, 
  unworthy of worship. Myrmidians obviously disagree, 
  saying that their goddess is both relatable and specific.
  
  VI
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  UP IN ARMS
  STRICTURES OF MYRMIDIA
  More than many deities, Myrmidia’s strictures come 
  with caveats and exceptions. There are several apparent 
  contradictions involved in the practice of Myrmidian 
  faith. Trickery is part of Myrmidia’s domain, yet so 
  is honour; mercy is part of her makeup, but so too is 
  ruthlessness. To abide by her strictures without offending 
  the goddess is to understand their subtleties.
  aCt with honoUR and 
  dignity in aLL matteRs. 
  To tell an Ulrican or Sigmarite that Myrmidians abide by 
  a stricture of honour is a good way to provoke either a fit 
  of laughter or a fight. They will point out that many of the 
  most beloved parables and lessons taught by her priests 
  involve planned deceptions that lure whole armies to 
  their deaths — hardly their notion of honour and dignity.
  The stricture to act with honour and dignity is a personal 
  one, expected of the individual follower. Should that 
  follower invent a ruse that depends on their regiment, 
  army, or institution to behave in an apparently underhand 
  way to bring it about, that would not violate the stricture 
  provided such means were justified by the anticipated 
  ends. The goddess certainly does not withhold her 
  favour from the architects of cunning ruses. Myrmidians 
  consider a battle plan that spares their own side needless 
  death and suffering an honourable one.
  RespeCt pRisoneRs of waR and neveR 
  kiLL an enemy who sURRendeRs. 
  Myrmidia’s cult developed in the crucible of war between 
  the various petty kingdoms that would come to form 
  Tilea and Estalia. The stricture to respect prisoners of 
  war is broadly understood to extend to Humans, Dwarfs, 
  Elves and Halflings, the few species who can be relied 
  on to reciprocate such mercy. Myrmidian theologians 
  constantly argue as to whether Ogres or Lizardmen 
  ought to be included, or whether the principle should be 
  universal. The summary execution of vanquished Skaven, 
  Orcs, or Goblins rarely offends the goddess, though 
  within that framework the deliberate imposition of 
  unnecessary suffering does incur her wrath.
  show no meRCy to the 
  UnRepentant enemies of hUmanity 
  This is another controversial stricture. Myrmidians debate 
  what constitutes an enemy of Humanity, what constitutes 
  genuine contrition, and how ruthless opposition to such 
  enemies can be pursued without violating other strictures. 
  When dealing with followers of Chaos, Orcs, Goblins, 
  Skaven, and other wicked species, Myrmidians do not 
  suffer the displeasure of the Goddess provided they 
  remain cool and efficient in their ruthlessness. 
  oBey aLL honoURaBLe oRdeRs 
  There is plenty of debate within the cult as to what 
  constitutes an honourable order and, more controversially, 
  why an honourable but incompetent order ought to be 
  obeyed. Generally, if a Myrmidian feels that an order 
  is genuinely counterproductive and voices their own 
  opinion as to why, they are no longer required to regard 
  it as honourable. 
  That said, there have been times when the goddess has 
  withheld her favour from a Myrmidian who disobeyed 
  what they felt to be a poor order. In these cases, it is 
  because there has been a grander strategic vision served by 
  an apparently stupid tactical decision, and the Myrmidian 
  in question lacked the perspective to see it.
  pReseRve the weak fRom 
  the hoRRoRs of waR 
  This is another stricture that provokes debate, as 
  Myrmidians point out that many combatants are levied 
  from unwilling demographics, are improperly trained, 
  misled by propaganda, Halflings, or otherwise weak. 
  The stricture is therefore understood to apply to non-
  combatants. A few hard-line Myrmidians try to design 
  battle plans that minimise the involvement of hastily 
  levied troops, though the goddess does not tend to punish 
  those more practical Myrmidians who admit that such 
  feats are beyond their ability.
  
  VI
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  THE CULT OF MYRMIDIA
  CULT SUPERSTITIONS
  As well as cult strictures, there are several superstitions 
  common to the cult. These tend to be associated with the 
  Tilean branch of the cult and are regarded as rather folksy 
  and unnecessary by Myrmidians in Estalia. 
   
  0
  It is considered bad luck to kill an eagle, witness the 
  death of an eagle, or come across an eagle’s corpse. 
  The eagle is the symbol of Myrmidia and Tilean 
  shepherds would even prefer to lose lambs than kill 
  one of the great birds of prey.
   
  0
  When a priest of Myrmidia wakes they often don 
  their armour, taking painstaking time to check that 
  each piece fits closely and is sound. Then, if they are 
  not actually at war, they take it off again.
   
  0
  All Myrmidians — Tilean, Estalian and otherwise 
  — regard it as proper to always have a weapon at 
  hand.
   
  0
  Respecting clear chains of authority and plans of 
  action, even in informal situations such as spending 
  an evening trawling dockside taverns, is common to 
  Myrmidians.
   
  0
  Myrmidians regard it as bad luck to enter any space 
  where they are placed at a tactical disadvantage, such 
  as blind alleyways, or rooms with only one entrance.
  RELATIONS WITH 
  OTHER CULTS
  The cult of Myrmidia has warm relations with the cults 
  of Verena, Morr, and Shallya. Her dealings with the 
  other cults of the Old World are largely uncomplicated. 
  The cults of Taal and Rhya have little to do with that 
  of Myrmidia but find little to object to with it either. 
  The cult shares a bond of respect with the Bretonnian 
  Lady of the Lake, but it has little influence in Bretonnia 
  and avoids evangelising to Bretonnians. Her cult is 
  vehemently opposed to the gods normally proscribed 
  in the Old World — the Gods of Chaos, Khaine, and 
  Stromfels.
  myRmidia and ULRiC
  There are fundamental differences in their respective 
  approaches to warfare that have caused friction between 
  the cults of Myrmidia and Ulric. Myrmidians tend to 
  regard Ulricans as brutal and barbaric, and in return 
  Ulricans regard Myrmidians as tricksy and effete. This is 
  not a deep and bitter disagreement, but it does cause a 
  degree of confusion and division particularly among lay 
  followers of the gods.
  Both cults have a focus on warrior honour, but principles 
  that Myrmidia might suggest are suitable for an 
  individual soldier — devotion to training, loyalty to 
  their cause, fierce in the face of their enemy, honest and 
  open in their personal dealings — Ulricans tend to see 
  as suitable for a military force in its totality. An Ulrican 
  commander might regard a suitable battlefield as one 
  which allows most of the opposing forces to fight all at 
  once. The Myrmidian obsession for seeking ground that 
  helps multiply their own force and deny the enemy the 
  opportunity to properly deploy is seen as needless time 
  wasting, if not cowardly. Quoting Allurian’s aphorism ‘a 
  Dwarf sees a battlefield in a good place to fight, an Elf sees 
  a battlefield in a good place to win’ does not help matters.
  More thoughtful Ulricans see in Myrmidia a more 
  relatable figure, as Ulric’s twin domains of war and 
  survival support rather than undermine an appreciation 
  of strategy. Their problem with Myrmidia is not that she 
  promotes a dishonourable or cowardly form of warfare, 
  but that she is a foreign goddess whose domain competes 
  with that of Ulric.
  myRmidia and sigmaR
  Sigmarites tend to show an appreciation of Myrmidian 
  strategy and often make quite public appearances at 
  Myrmidian temples, leafling through copies of Lavaspear’s 
  The Dwarf Art of War in the temple library and reminding 
  the Myrmidian priests of their shared historical victories.
  In many cases this show of shared interests and 
  historical alliance is performed in good faith. Many 
  Sigmarite priests genuinely appreciate their Myrmidian 
  counterparts and benefit from consideration of their 
  
  VI
  72
  UP IN ARMS
  strategic insights. Others are not so interested in the 
  goddess or her cult but realise that it frustrates Ulricans 
  to encourage the cult of Myrmidia. There is a small but 
  growing tendency within the cult of Sigmar to regard 
  Myrmidians as interlopers who are not fit to have their 
  cult recognised in the Empire. They are inspired by the 
  inflammatory publications of Professor Pfaff, a scholar 
  of theology at the University of Altdorf. He feels that 
  Sigmar is the only fitting god for Humanity, being the 
  only god to have enjoyed life as a mortal. He disputes that 
  Myrmidia stands as a similar example of such a deity, and 
  his chauvinism is drawing increasing support from within 
  the official cult. Whilst not large or influential enough to 
  threaten the cult of Myrmidia now, their movement is 
  gaining momentum.
  myRmidia and handRiCh
  Handrich, as he is known in the Empire, is a minor 
  god whose cult is yet to be widely established. His 
  domain is trade and business, and most of his followers 
  are merchants. The cult is very friendly towards that of 
  Myrmidia; merchants like to sponsor military endeavours 
  as it is seen as civic of them, and merchants claim that 
  many of the strategic techniques developed for the 
  battlefield could also be applied in commerce.
  Myrmidians are generally happy enough to talk to 
  members of the cult of Handrich, though there is debate 
  among the higher echelons of the cult as to whether too 
  much association with the world of business might offend 
  Myrmidian notions of honour.
  myRmidia and RanaLd
  Officially the Myrmidian cult does not associate with 
  followers of Ranald and regards his cult with a degree 
  of umbrage. According to legend, Ranald achieved his 
  divine status through tricking Shallya — and whilst 
  Shallya might be a goddess of mercy, her sister is not. 
  Ranald is seen as a dishonourable and disreputable god, 
  and his worship offends Myrmidian sensibilities on a 
  fundamental level as well as spiritual one. Myrmidians 
  are wary of invoking a desire to benefit from good luck; 
  this is seen as undermining the trust they place in a well-
  executed plan, as opposed to a careless throw of the dice.
  There are Myrmidians who find some common cause 
  with Ranaldan thought. Ranald is a god of trickery, and 
  the well-executed ruse is a staple of much Myrmidian 
  instruction. Some moderate Myrmidians also point out 
  that, like their own deity, Ranald stands in opposition 
  to injustice. However, Myrmidia is often considered an 
  officer’s goddess, and her cult regards the resentment 
  Ranaldans have for aristocracy as vulgar.
  myRmidia and soLkan
  An obscure god, Solkan is a deity whose domain is 
  concerned with vengeance. Oddly, perhaps, his cult 
  shares certain similarities with that of Myrmidia, being 
  represented by sun symbols and having its spiritual centre 
  at Remas.
  Theologians has expressed suspicion that the cults of 
  Solkan and Myrmidia share common roots. Perhaps there 
  was a primal form of the two deities who represented 
  vengeance as practised through warfare, with Myrmidia 
  coming to represent the moderate and considered aspect, 
  and Solkan the harsher, unforgiving aspect. Solkanites 
  deny this. Instead, they prefer to credit Solkan for 
  inspiring Myrmidia in her development from a pacifistic 
  goddess of civilisation into the rather more martial 
  character she displays in the present day.
  WORSHIPPERS
  The cult of Myrmidia is quite widespread throughout the 
  Empire. Many individuals whose livelihood depends on 
  their proficiency with a blade — soldiers, bodyguards, 
  adventurers and so on — might carry on their person a 
  trinket fashioned in the image of the goddess, or in the 
  shape of one of her symbols: a spear behind a shield, an 
  eagle or lion sigil, or a talisman in the form of a sun with a 
  face with a proud, angry, or jubilant expression. The family 
  of a soldier enlisted to war, or of a conscript, might place a 
  statuette of Myrmidia in a corner of their house, and burn 
  candles before it in return for their loved one’s safe return 
  from the battlefield. Craftsmen who specialise in forging 
  battle equipment might hang her symbol above the forge, 
  so that they might always strive to perfection. 
  
  VI
  73
  THE CULT OF MYRMIDIA
  However, the majority of those who become priests or 
  join one of the knightly orders of the goddess come from 
  the upper echelons of society. The cult prizes above all 
  duty, honour, and learnedness, and these qualities are 
  found most often among the noble class, who have the 
  resources to be well-educated and the opportunity to 
  practise moral integrity. 
  Membership of the cult is often sought for the sons and 
  daughters of up-and-coming mercantile families eager 
  for a seat at the table alongside those of the ‘old blood’. 
  The cult judges its members by their deeds, not their 
  heritage, so if a would-be initiate is committed to improve 
  their intellect, train hard in combat, and proves to be of 
  high moral fibre, they are gladly admitted. Sometimes a 
  family might try to push an unsuitable candidate into 
  the Myrmidian clergy, but unlike many other cults, the 
  high integrity demanded by Myrmidia means that those 
  unworthy are routinely rejected, no matter how much 
  gold is offered to ‘repair the temple roof ’.  
  In the Empire, the cult has a much weaker following 
  than in the southern nations of the Old World, where 
  Myrmidia is held in great reverence by folk from all 
  classes. It tends to attract Imperial tacticians of war — 
  generals, captains, and other officers of noble birth, for 
  whom battlefield manoeuvres and the movement of 
  entire bodies of men are of vital interest. 
  They might send their most promising son to the shrine 
  at Talabheim, to be inducted in the elite Knights of the 
  Blazing Sun, and their youngest offspring abroad to the 
  Archecclesiastium or Great Temple to become an initiate 
  in the cult, so that their family might have some influence 
  within the faith, and access to the precious battlefield lore 
  contained within the sacred libraries. Once elevated as 
  priests, priests from the Empire usually return home, 
  entering the service of the Emperor’s armies as tacticians 
  and military advisors. 
  initiation
  Whilst she is seen as a southern god, worshipped primarily 
  by the people of Tilea and Estalia, the cult is open to 
  anyone who shows proper respect in the honourable 
  lifestyle the cult demands, and who can impress their 
  sincerity upon an ordained priest.
  Initiation into the cult of Myrmidia almost never 
  involves a rite of combat. This surprises some, but the 
  reason is that aspirants are thoroughly vetted before 
  initiation takes place. Such aspirants are robed in white, 
  their heads bare to the elements, and attached in groups 
  of four, known as a ‘Flight’, under the auspices of a priest. 
  Together they form a lifelong bond, honing their martial 
  skills on the temple’s training courts, and their intellect in 
  the libraries and lecture halls. The best of each Flight will 
  be elevated to the rank of First Eagle, and at 
  this stage they can become a full-fledged 
  priest. But first, they must perform a task 
  that makes them worthy in the eyes of 
  Myrmidia — a test of heroism or of 
  strength or of their sharpness of mind. 
  Only when a First Eagle passes this 
  task will they be anointed as priest 
  and pass into the ranks of their 
  preferred Order.
  
  VI
  74
  UP IN ARMS
  the oRdeR of the eagLe
  In the Bellona Myrmidia, the goddess is said to adopt the 
  form of an eagle in order to scout enemy positions, and it 
  is from this legend that the Order of the Eagle take their 
  name. Their main responsibility is the everyday running 
  of the cult’s temples. Among their number are those who 
  dedicate themselves to the ideals of the goddess through 
  their daily chores: the combat trainers, the librarians, 
  the weapon-smiths and armourers of the cult. Their 
  daily prayers laud the heroic fallen, and their sermons 
  inspire feats of valour among those about to march to 
  war. An adept of the Order of the Eagle might be sent 
  away from their temple to trawl the dusty corridors of a 
  half-forgotten library for arcane martial lore, or to lead 
  an expedition into the wilderness to unearth a sacred 
  sword or fragment of magic armour lost on a long-hidden 
  battlefield. 
  The order is native to Tilea, and so is somewhat distrusted 
  in Estalia. The highest-ranking members are called 
  Eagles, with a full title based on the territory they have 
  dominion over. 
  Each of these Eagles commands several units and is led by 
  a High Priest. These units vary in size depending on how 
  many temples of Myrmidia there are in each territory. 
  Each temple is commanded by a temple priest. The 
  temple priest is aided by one or more temple sergeants, 
  who each order up to ten priests, who are entitled to take 
  on up to five initiates at a time.
  Typically, a priest of this Order within the Empire can 
  be recognised by their blue cowl, edged in scarlet, their 
  white robes, and white cloak, secured by a golden eagle 
  pendant on their left breast. Small claw pins worn at the 
  neck indicate the priest’s rank. 
  the oRdeR of the RighteoUs speaR
  Priests of this Order are the guardians of the cult’s 
  temples, and their sacred garments typically consist of 
  plate armour polished to a brilliant sheen, over which they 
  wear white tabards emblazoned with the spear and shield 
  device of Myrmidia. Their task is to defend the temple to 
  which they are assigned — a task to which most dedicate 
  themselves until their death. There is no retirement from 
  this sacred post, and a priest of this Order who grows 
  too old to continue his duties simply marches into the 
  wilderness to bring Myrmidia’s glory into the dark places, 
  and to seek a valiant death, spear in hand. Members of 
  this Order might leave their post temporarily to go on 
  missions, such as protecting a priest of the Order of the 
  Eagle on his journeys, and to march to war when their 
  superiors call muster. A priest of the Righteous Spear 
  might also be given leave to traverse the lands engaging 
  in honourable duels, to improve his weapons-craft and 
  learn from experiencing first-hand the combat skills of 
  opponents from other cultures.  
  In Estalia, the Order of the Righteous Spear are entrusted 
  with overseeing the work carried out by the Order of the 
  Eagle, though in other territories this oversight is seen as 
  unnecessary and somewhat patronising. 
  There are two sister orders of the Righteous Spear, the 
  Order of the Merciless Titan and the Order of the Starry 
  Shield. They are small groups or hermit knights who 
  spend most of their time in solitary seclusion. 
  
  VI
  75
  THE CULT OF MYRMIDIA
  minoR oRdeRs of myRmidia
  Over the centuries, the cult has splintered into various 
  minor orders, most of which can only be found within 
  the confines of Tilea and Estalia. Two such orders have 
  spread to the Empire. 
  Blessed Order of True Insight
  An ageing devotee of Myrmidia might be called, in a 
  blinding vision of their goddess, to join this elect order. 
  As the enclaves of this small and scattered order exist in 
  secluded temples, the elderly priest must first survive the 
  journey through perilous wilderness, alone. They are led 
  to the enclave by visions and signs, and if they make it 
  there, they are welcomed as a long-lost sibling. Devotion 
  to Myrmidia in these isolated temples is through quiet 
  contemplation of her holy scriptures. The silence is only 
  ever broken when a priest from another Myrmidian 
  Order, seeking prophecy, begs audience with them, for 
  the wisdom of the goddess flows through these venerable 
  souls. The oracles they pronounce may stall a military 
  campaign in its tracks if they bode ill, or may inspire a 
  new offensive if the stars are right. 
  The Order of Fury
  This order was little known within the Empire until a 
  Myrmidian priest, the Stirlander Janos Enescu, brought 
  its teachings to Delberz. Inspired by his charismatic and 
  fiery sermons, four temples sprang up in the Reikland. 
  Unlike other Orders of Myrmidia, its priests channel the 
  energy of rage and violence into their fighting techniques. 
  They are inspired by the legend of the shieldmaiden Fury, 
  whose tale is told in the Bellona Myrmidia. Brought 
  low by misfortunes wreaked upon her by the Servants 
  of Darkness, the shieldmaiden wrought havoc upon an 
  army of Orcs and Goblins during her last stand at the 
  Battle of the Abasko Mountains, dying atop a mound of 
  their corpses, screaming her defiance to the last. Few are 
  admitted to the Order, for it takes supreme self-control 
  to unleash a whirlwind of righteous wrath when needed, 
  and then return to calm. Members of this Order are often 
  those who have suffered deeply in life, and who seek 
  absolution from their pain in the arms of the goddess. 
  They spend their time away from fighting in deep 
  meditation, to better control their violent passions. 
  The Knights of the Blazing Sun
  These warriors are among the most distinctive of the 
  Empire’s Knightly Orders. Clad head to foot in gleaming, 
  ornate plate armour of black and gold, they wear as their 
  head crest the symbol of their Order — a stylised sun, 
  which also marks the heraldry of their polished shields. 
  The Knights of the Blazing Sun ride wherever the 
  Empire is at most peril, eager to charge into the thick of 
  the fighting. They might also march abroad, to Tilea or 
  Estalia, should the cult of Myrmidia be threatened in the 
  goddess’ homelands by invading forces. 
  For more on the Knights of the Blazing Sun see page 32.
  zeaLots of myRmidia
  Members of the Cult of Myrmidia pride themselves 
  on being warriors, but warriors who exercise rationality 
  and wisdom. They do not easily associate with zealots 
  and make efforts to discourage fanatics from claiming 
  that they act in the name of the goddess. Nevertheless, 
  there are two groups who have become associated with 
  extremist approaches to the worship of Myrmidia. 
  Myrmidia Perfecta
  According to Tilean folklore, Myrmidia was not always 
  the goddess of strategy. Before her experiences as a mortal, 
  her divine domain was all civilisation, art, and culture. 
  The fanatics of Myrmidia Perfecta believe that the 
  goddess is best understood according to her original and 
  best incarnation, so much so that they regard the official 
  cult as enemies of Myrmidia to be destroyed. La Aquila 
  Ultima has condemned the sect and commanded that 
  they be hunted down as heretics, but there are enough 
  zealots in Tilea who support the sect to ensure that it 
  remains a minor but persistent threat.
  Remans and Magrittans
  The debate over whether Remas or Magritta was the 
  site of Myrmidia’s manifestation on earth splits the cult 
  along cultural as well as geographical lines.  Whilst most 
  members of the cult regard this split as a difference of 
  opinion between friends, there are extremists who take 
  things further.
  
  VI
  76
  UP IN ARMS
  The Remans believe that when Myrmidia set out to form 
  her empire, she was actively opposed by the inhabitants 
  of Estalia and invaded their lands to bring the heretics 
  to heel. As a consequence, they say, Estalia ought to be a 
  vassal of Tilea, paying a hefty tithe in service and treasure. 
  In order to see the Estalian influence in the cult reduced, 
  members of this sect work to ensure that important cult 
  positions are occupied only by Tileans, and they use 
  politics, bribery, slander, treachery, and even murder to 
  achieve their aims.
  The Magrittans, for their part, hold almost the same 
  views, though they think it was the Tileans that resisted 
  Myrmidia, and Estalia that should benefit from their 
  subjugation. They work to ensure that Estalians are placed 
  in important cult positions.
  In Tilea and Estalia the two groups are small, unloved, 
  and effectively counter one another most of the time. 
  However, an opportunity presents itself in the fertile 
  ground of the Empire. The two sects have recently 
  transferred much of their efforts northwards, seeking to 
  win the priests in the Empire to their respective causes 
  and to disgrace members of the opposing faction.
  tempLes
  Since the Great War Against Chaos, the worship of 
  Myrmidia has spread throughout the Empire, to the 
  extent that all Imperial cities and many towns have a 
  temple to the goddess, particularly in the south. Smaller 
  settlements may have shrines dedicated to her, often stone 
  pillars painted gold and festooned with polished emblems 
  that gleam in the sun. These are particularly common in 
  border regions, where battles fought against marauders 
  were won on account of the intervention of Myrmidian 
  warrior-priests or Knights of the Blazing Sun. 
  Temples of Myrmidia often employ the architectural 
  styles of Tilea and Estalia, with domed roofs covering 
  rectangular halls. Crenelations ring the perimeter. The 
  entrance is guarded by a barbican with hefty gates and a 
  portcullis, often flanked by armoured statues of Myrmidia. 
  Members of the Order of the Righteous Spear patrol the 
  parapets, sworn to defend the temple to the death.
  LORENZO DI MARCO, EAGLE OF 
  THE NORTH
  The chief priest of the Myrmidian cult in the Empire 
  is known as the Eagle of the North. The current holder 
  of this title is a Tilean named Lorenzo di Marco. He is 
  currently based in Nuln and commands the Northern 
  Regiment of the Order of the Eagle. This regiment is 
  split into ten units — one for every province of the Empire 
  and one for Kislev — each of which is commanded by a 
  High Priest. 
  Di Marco has ambitious plans to increase converts within 
  the Empire. It is his private view that the native gods of 
  the North, in particular Ulric and Sigmar, have failed 
  their people, and that their priesthood is more concerned 
  with infighting than vanquishing the enemies of Mankind. 
  He believes that Myrmidia holds the key to the Empire’s 
  salvation: should the Imperial armies adopt her strictures 
  of honour and obedience, she will grant them final victory 
  over their foes. His method of indoctrination is simple 
  — fete the generals of the Emperor’s court, and win them 
  over to the faith by proving to them the effectiveness 
  of Myrmidian battle strategies and might of arms. To 
  this end, he urges the Knights of the Blazing Sun and 
  Myrmidian warrior-priests to be present whenever war 
  occurs in the Empire. A few generals have begun to lean 
  towards the Myrmidian faith, following valiant victories 
  where Myrmidian troops have been instrumental in 
  holding the line against Orcs and Goblins, Chaos hordes, 
  and the Undead. ‘The Eagle’ prays daily to his goddess 
  that soon they will kneel before her. 
  Lorenzo is frustrated in his efforts to promote Myrmidian 
  influence in the Empire as a result of the divisions in the 
  cult. The Order of the Eagle swears fealty to a High Eagle 
  from Tilea and abide by the precepts of the cult laid down 
  by the Bellona Myrmidia. However, the Templars receive 
  their orders from Magritta and abide by the precepts listed 
  in the Bellum Strategia. Lorenzo’s superiors therefore 
  expect him to impose their values on the Knights of the 
  Blazing Sun, which he knows they will resist.
  
  VI
  77
  THE CULT OF MYRMIDIA
  The architecture is outlandish to Empire folk. In wealthy 
  cities, the temple walls are constructed of white marble, 
  imported from Tilea. However, most temples within the 
  Empire are constructed of local materials — whitewashed 
  timber or granite. 
  The centre of worship of Myrmidia is the training court, 
  where adherents to the cult demonstrate their faith 
  with exhibitions of prowess. To Myrmidia training is 
  as pleasing as prayer, and the clash of arms and bark of 
  orders is as sweet to her ears as choirs and sacred music. 
  The more circumspect aspects of the goddess are also 
  embodied in her temples. Within their walls are compact 
  but well-kept libraries and circular lecture halls within 
  which the priests hold symposiums on warcraft. The 
  lessons are open to anyone and, unlike the sermons in 
  Sigmarite temples, they focus more on asking questions 
  of the congregation than preaching. These halls are 
  often decorated with friezes depicting the goddess and 
  her associated heroes and shieldmaidens. These images 
  frequently depict them bearing archaic arms and dressed 
  in little more than scarves tied about their waists — a 
  styling that folk in the Empire find rather scandalous.
  saCRed ReLiCs
  The veneration of holy weapons, armour, or standards 
  once carried by the Myrmidian champions of yore is an 
  important aspect of religious worship of the cult. Many 
  temples feature at least one such magical item, preserved 
  under lock and key in an ornate glass cabinet near the altar, 
  before which supplicants kneel in prayer for Myrmidia’s 
  favour. The larger temples in the Empire house several 
  such heirlooms, within treasuries below the temple. On 
  occasion, the memory of the heroes associated with these 
  artefacts is honoured by the act of lending the item as a 
  boon to an honoured individual within the cult, to wield 
  in war. Seeing such a precious relic used in battle excites 
  great passion in the hearts of Myrmidians, and they fight 
  all the harder to protect it from the enemy. 
  The Imperial custom of utilising the skulls of saintly men 
  and women as relics is unpopular among Myrmidians. 
  Their sense of respect for the dead finds this habit 
  distasteful, typical of the savage ways of the folk of 
  the North. The bones of heroes should be laid to rest, 
  according to Myrmidian strictures, otherwise the souls 
  of the faithful might not be admitted within the ranks of 
  Myrmidia’s heavenly host. 
  More formal worship is carried out in the central hall, 
  where at certain times of day Myrmidian canticles echo 
  among the statues of Myrmidia, her shieldmaidens, and 
  revered heroes. Sermons are preached in the vernacular, 
  though regular services are held in the Classical, Tilean, 
  and Estalian tongue for southern expatriates. In the larger 
  temples, annexes and smaller shrines lead off from the 
  main hall, where individual supplicants can pray in peace. 
  As learning is of great importance, most temples house 
  a small library of sacred texts, and the largest include a 
  lecture hall, open to all, where priests give talks on ancient 
  battles, Myrmidian mythology, and tactical battle-lore. 
  The other buildings are given over to the quarters of the 
  priests and the barrack-rooms of the temple’s defenders.  
  PILGRIMAGE
  A Myrmidian is expected at least once in their life to travel 
  to the lands trod by their goddess’ mortal feet, clad head to 
  foot in white garments stained by their own blood. Pilgrimage 
  routes from the Empire to the Archecclesiatium in Estalia or 
  the Great Temple in Remas are popular among adherents to 
  the cult, and these roads are protected by the Knights of the 
  Blazing Sun, fulfilling their vows to protect the pilgrims. It is 
  for this reason that the coffers of that Knightly Order overflow. 
  Pilgrims returning from the southern lands, having been blessed 
  by the high priests of the cult, and having kissed the relics of 
  mortal Myrmidia, donate generously to the Order in thanks for 
  their safekeeping. 
  
  VI
  78
  UP IN ARMS
  ‘A speedy and forecful transition to the assault — the shining 
  spear of retribution — is what every effective defence ought 
  to strive for.’
  – Attributed to Allurian, -3325 IC
  ‘Don’t seek to tell a Longbeard how to do things. Tell him 
  what to do and he’ll prove his own best commander.’
  – Berndt Lavaspear, -1778 IC
  PRIEST OF MYRMIDIA
  Human
  You value honour, obedience and tactical martial prowess, in 
  emulation of your patron goddess, Myrmidia. 
  Myrmidian Priests from the Order of the Righteous 
  Spear and Order of Fury help organise cult meetings, 
  spread its teachings, and lead its ceremonies. They are 
  often sought as advisors by generals and mercenary 
  commanders, particularly in Tilea and Estalia.
  CaReeR path
  h First Eagle – Silver  2 
  Skills: Cool, Dodge, Language (Battle), Leadership, 
  Lore (Warfare), Lore (Theology), Melee (Basic), Melee 
  (Polearm), Perception, Pray 
  Talents: Bless (Myrmidia), Etiquette (Cultists), Read/
  Write, Bookish 
  Trappings: Myrmidian Holy Book, Leather Jerkin, 
  Myrmidian Icon, White Robes, Spear 
   Warrior Priest – Silver 3
  Skills: Charm, Entertain (Speeches), Heal, Intuition, 
  Melee (Any), Ranged (Any)
  Talents: Drilled, Inspiring, Invoke (Myrmidia), 
  Shieldsman  
  Trappings: Breastplate & Helmet, Shield
   Priest Sergeant – Silver 4
  Skills: Lore (Warfare), Melee (Any), Research, Trade 
  (Weaponsmith or Armourer)
  Talents: Combat Aware, Holy Visions, Pure Soul, 
  Stout-hearted
  Trappings: Full Plate Armour
   Priest Captain – Silver 5
  Skills: Animal Care, Ride (Horse)
  Talents: Combat Master, Combat Reflexes, Fearless 
  (Any), Warleader
  Trappings: Religious Relic (Myrmidian)
  MYRDIAN PRIEST ADVANCE SCHEME
  WS
  BS
  S
  T
  I
  Ag
  Dex
  Int
  WP
  Fel
  h
  h
  h
  
  VI
  79
  THE CULT OF MYRMIDIA
  MIRACLES OF MYRMIDIA
  Below are several Myrmidian Miracles, which may be 
  used in addition to those found in WFRP Chapter 7.
  Command the Legion
  Range: See text 
  Target: Any ally 
  Duration: 1 Round
  Myrmidia carries your orders across the battlefield. You 
  may issue a command to any ally within line of sight. 
  The command must be relevant to the accomplishment 
  of an armed struggle or ongoing strategy. Any Leadership 
  Tests you make as a result benefit from a +10 bonus.
  dismay foe
  Range: You 
  Target: You 
  Duration: 1 Round
  You embody Myrmidia in her most wrathful of aspects. 
  Gain the Terror 1 Creature Trait.
  in good oRdeR
  Range: Self
  Target: Allies within AoE (Willpower yards)
  Duration: Willpower Bonus Rounds
  Knowing that the situation is hopeless you pray that 
  your forces do not suffer from a disastrous rout. While 
  the miracle is in play any allies may break from combat 
  without allowing the enemy to gain advantage or make 
  free attacks (see Fleeing on WFRP page 165).
  know yoUR enemy
  Range: Willpower Yards
  Target: 1
  Duration: Instant
  You call on Myrmidia to inform you of a nearby enemy’s 
  strengths and weaknesses. The GM should allow you to 
  check the profile, traits, skills and talents of the target.
  on deadLy gRoUnd
  Range: Self 
  Target: You 
  Duration: Allies within AoE (Willpower yards)   
  Knowing that victory cannot be secured unless 
  your forces stand firm you call on Myrmidia to 
  banish all thoughts of retreat from the minds of 
  your allies. Whilst the miracle is in effect your 
  allies do not receive Broken Conditions. 
  qUiCk stRike
  Range: You 
  Target: You 
  Duration: 3 Rounds
  Infused with Myrmidia’s power, you benefit from 
  heightened reflexes and can anticipate your opponent’s 
  moves. At the start of every round whilst the Miracle is 
  in effect, you may attempt a Challenging (+0) Initiative 
  Test to gain an immediate free attack outside the normal 
  turn sequence. This attack is resolved with whatever 
  weapon you are carrying in your primary hand.
  shieLdmaiden’s devotion
  Range: 36 yds 
  Target: See text 
  Duration: 4 Rounds
  Your chanted prayers fill the hearts of the faithful 
  with the fearlessness of her bravest Shieldmaidens. All 
  Myrmidians within range gain the Fearless (Enemy) 
  Talent. This enemy may either be a particular individual, 
  or a particular species.
  skiLL of ComBat
  Range: 24 yds 
  Target: See text 
  Duration: 4 Rounds
  You embody in your allies the skill of Myrmidia. Whilst 
  this Miracle is in effect, all allies in range benefit from a 
  +10 bonus to their WS and BS.
  vengefUL wRath
  Range: You 
  Target: You 
  Duration: 6 Rounds
  You are filled with the righteous indignation of Myrmidia. 
  Whilst this Miracle is in effect, you must charge and 
  attack the nearest unrepentant enemy. You may reroll any 
  Melee Skill rolls you make whilst the Miracle is in effect.
  
  VII
  80
  AN ALTERNATIVE
  APPROACH TO INJURY 
  •
  •
  This is an optional approach to Wounds, Critical Wounds, 
  and death to those given in the core rulebook. If the GM 
  and players prefer to use this system, it should replace the 
  information given on WFRP pages 172–178.
  The purpose of this alternative system is to reduce the 
  complexity of the core system of tracking injuries and 
  death, and to add tactical choices regarding where to land 
  blows, or where to wear heavier armour.
  WOUNDS, CRITICAL 
  WOUNDS, AND DEATH
  Wound loss represents minor cuts, bruises, and depleted 
  reserves of energy. By comparison, Critical Wounds are 
  much more severe, expressing serious injuries, broken 
  bones, torn muscles, and lesions in flesh. Critical Wounds 
  are debilitating and dangerous. Gain too many and you 
  risk death.
  woUnds
  Wounds are lost by sustaining Damage. Each time you 
  suffer a point of damage you lose 1 Wound. Usually your 
  Toughness Bonus and Armour Points reduce the damage 
  you suffer.
  So if you were hit on the arm for 10 Damage and your 
  Toughness Bonus was 3, and you had leather armour on 
  your arm granting 1 Armour Point, you would suffer 6 
  Wounds (10 – 3 – 1 = 6). 
  CRitiCaL woUnds
  There are two ways to generate a Critical Wound. One is 
  to inflict critical damage before your opponent is reduced 
  to 0 Wounds. The other is to inflict any sort of Damage 
  after your opponent has been reduced to 0 Wounds.
  Inflicting a Critical Hit on 
  an Opponent with Wounds
  If during an attack a character rolls a double on the 
  Melee or Ranged Test (or Weapon Skill or Ballistic Skill 
  Test if you aren’t using a Skill) and succeeds at the Test, 
  then they have inflicted Critical Damage, even if their 
  opponent has Wounds remaining.
  UPDATES TO THE BLEEDING 
  CONDITION
  You are bleeding badly. Lose 1 Wound at the end of every 
  Round, ignoring all modifiers. Additionally, suffer a penalty of 
  –10 to any Tests to resist Festering Wounds, Minor Infection, 
  or Blood Rot (WFRP, page 186). If you reach 0 Wounds, 
  you no longer lose Wounds. At the end of each turn, make 
  a Challenging (+0) Endurance Test or immediately gain the 
  Unconscious Condition. 
  If unconscious and bleeding, at the end of Round you have a 
  10% chance of dying per Bleeding Condition you have. For 
  example, if you had 3 Bleeding Conditions, you would die from 
  blood loss on a roll of 0–30. If you roll a double, your wound 
  clots a little and you lose 1 Bleeding Condition. You cannot 
  regain consciousness until all Bleeding Conditions are removed 
  (see Injury on WFRP, page 172).
  A Bleeding Condition can be removed with a successful Average 
  (+20) Heal Test, with each SL removing an extra Bleeding 
  Condition, or with any spell or prayer that heals Wounds, with 
  1 Bleeding Condition removed per Wound healed. Also see the 
  rules for Bandages on WFRP, page 309.
  Once all Bleeding Conditions are removed, gain one Fatigued 
  Condition.
  
  VII
  81
  AN ALTERNATIVE APPROACH TO INJURY
  Do not reverse your attack roll to find out the location of 
  your strike as you would do for a normal hit. Instead, roll 
  d100 again to work out where your hit landed. Then roll 
  d100 again and refer to the relevant entry on the Critical 
  Damage table for that location. 
  Inflicting a Critical Hit on
  an Opponent with 0 Wounds
  If your opponent is reduced to 0 Wounds, you 
  automatically inflict Critical Damage. When you come 
  to resolve the entry on the Critical Damage table, add 
  +10 to the result for every wound you inflicted beyond 
  that needed to reduce the opponent to 0 wounds (or, if 
  your opponent was already on 0 wounds, every wound 
  you inflicted).
  Additional Wound Loss
  from Critical Damage
  Use the Wounds column on the Critical Damage table to 
  determine additional Wounds lost as a result of Critical 
  Damage. Work out this extra damage after calculating all 
  other effects of normal and Critical Damage. Wounds 
  caused in this way do not cause further rolls on the 
  Critical Damage table. For example, an opponent reduced 
  to 0 Wounds does not suffer further harm from these 
  additional Wounds.
  If a hit that does Critical Damage reduces an opponent 
  below 0 Wounds, it does not result in a second roll on the 
  table. In other words, each blow can only inflict a single 
  Critical Wound.
  Example: Hugo Schmidt the Human Adventurer is locked in 
  desperate combat with Ibrit Dungstrangler the vicious Night 
  Goblin Chief.
  In the first round of combat, Ibrit slashes Hugo. He rolls a 24 
  on his Melee (Basic) Test, hitting Hugo in the right arm (24 
  reversed is 42, which is in the 25–44 range). Hugo wears 
  a leather jacket providing him with 1 Armour Point on his 
  arm and he has a Toughness Bonus of 3. Ibrit has a Strength 
  Bonus of 3, +4 for using a Hand Weapon, and +1 for Success 
  Levels (his roll of 24 compared to his Melee (Basic) of 35). 
  This means he inflicts 8 Damage reduced by Hugo’s combined 
  Toughness Bonus and Armour Points of 3. Hugo loses 5 
  Wounds, leaving him with 7 Wounds remaining.
  In the following turn, Ibrit hits again, rolling a 22 on his 
  Melee (Basic) Test. He causes Critical Damage because he 
  rolled a double, so instead of reversing the numbers he rolls 
  again to determine location. He rolls 34, striking Hugo in the 
  right arm again. Ibrit inflicts 5 more Wounds and then rolls 
  again to determine the effect of the Critical Damage. He scores 
  a 96. Consulting the Critical Damage table, he determines 
  that he has dislocated Hugo’s right shoulder. 
  Hugo’s good arm is useless until he can get medical attention 
  and he is Stunned in the meantime. The dislocated shoulder 
  also causes Hugo 4 Wounds, reducing him to -2 Wounds. 
  Because this last damage was inflicted by a roll on the Critical 
  Damage table it does not cause further Critical Damage. 
  Hugo resets to 0 Wounds.
  Being a vicious sort, Ibrit is not one to show an injured 
  opponent clemency. He strikes again, rolling a 12 on his 
  Melee (Basic) Test. This time he also causes Critical Damage 
  as his blow will take Hugo below 0 Wounds. He rolls 26 
  to determine the location: the right arm again. Because of 
  Advantage gained from Hugo’s Stunned Condition and 
  levels of success, Ibrit inflicts 11 Damage, which is reduced to 
  8 Wounds due to Hugo’s Toughness Bonus and Armour Points. 
  This time Ibrit adds 80 to the number generated for the roll on 
  the Critical Damage Table because he is inflicting 8 Wounds 
  to an opponent on 0 Wounds. He rolls a 48. 48 + 80 = 128. 
  Hugo suffers a mangled hand in addition to his dislocated 
  shoulder and things begin to look very bleak indeed for the 
  intrepid adventurer.
  
  VII
  82
  UP IN ARMS
  PULLING YOUR BLOWS
  The rules assume you wish to inflict all the Critical Damage 
  you can. However, you might wish to subdue an opponent 
  rather than kill them. In this case, you must declare that you 
  are pulling your blow before you roll to hit your opponent, 
  meaning that you are using the flat of your blade or a 
  technique to avoid badly hurting your opponent. In such 
  circumstances Wounds are still inflicted, but you only inflict 
  Critical Damage if your opponent is reduced to 0 Wounds. 
   
  You may not pull blows with a weapon that causes Ablaze 
  Conditions, missiles, or magic spells. The following Weapon 
  Qualities are lost when pulling your blows: Hack, Impact, 
  Impale, and Penetrating.
  death
  Death can result directly from Critical Damage or if a 
  Character succumbs to many injuries.
  If a Character has the Unconscious Condition and 0 
  Wounds, then they total up the number of Critical 
  Wounds (meaning total results from the Critical Damage 
  Tables) they currently suffer. If this number is greater 
  than their Toughness Bonus, they succumb to their 
  injuries and perish at the end of the round unless they are 
  healed of one or more Critical Wounds.
  Furthermore, if you have the Unconscious Condition, any 
  enemy with a suitable weapon may kill you if they can 
  spend an Action to do so.
  Trivial Injuries
  Whilst Critical Damage always debilitates a Character, 
  not all Critical Damage is serious enough to contribute 
  to a Character’s demise. Stubbing a toe is unpleasant, 
  but not significantly damaging. Trivial injuries have 
  a Wounds value of ‘T’ in the tables below. They do not 
  cause extra Wounds to a Character, and they are not 
  counted towards the number of Critical Wounds that 
  count towards killing a Character.
  OPTIONS: SUDDEN DEATH
  As the GM, you may not wish to track the details of injuries 
  for all participants, and can instead simply determine if someone 
  is dead or not using the Sudden Death rules. In this case, when 
  a target reaches 0 Wounds, the GM can simply declare them 
  dead or unconscious.
  Sudden Death is useful for determining the fate of background 
  NPCs such as brigands or low-tier cultists, but it should not 
  be used to determine the fate of Player Characters and NPCs 
  with the Luck Talent. 
  
  VII
  83
  AN ALTERNATIVE APPROACH TO INJURY
  HEAD CRITICAL WOUNDS
  Roll
  Description
  Wounds
  Additional Effects
  01–03 
  Dramatic Injury
  T
  A prink to the cheek. Gain 1 Bleeding Condition. Once healed, the scar 
  provides a bonus of +1 SL to appropriate social Tests. You can only gain this 
  benefit once.
  04–06
  Rattling Blow
  1
  The blow floods your vision with flashing lights. Gain 1 Stunned Condition.
  07–09
  Poked Eye
  1
  The blow glances across your eye socket. Gain 1 Blinded Condition.
  10–15
  Ear Bash
  1
  Your ear is left ringing. Gain 1 Deafened Condition.
  16–20
  Minor Cut
  1
  The strike opens your cheek. Gain 1 Bleeding Condition.
  21–25
  Black Eye
  2
  A blow glances your eye. Gain 2 Blinded Conditions.
  26–30
  Sliced Ear
  2
  A blow cuts into your ear. Gain 2 Deafened and 1 Bleeding Condition.
  31–35
  Struck Forehead
  2
  A solid blow strikes your forehead. Gain 2 Bleeding Conditions and a 
  Blinded Condition that cannot be removed until all Bleeding Conditions are 
  removed.
  36–40
  Fractured Jaw
  2
  The blow fractures your jaw. Gain 2 Stunned Conditions. Suffer a Broken 
  Bone (Minor) injury.
  41–45
  Major Eye 
  Wound
  3
  A blow strikes your eye socket. Gain 1 Bleeding Condition. Also gain 
  1 Blinded Condition that cannot be removed until you receive Medical 
  Attention.
  46–50
  Major Ear 
  Wound
  3
  The blow damages your ear. Suffer a –20 penalty on all Tests relating to 
  hearing. If you suffer this result again, your hearing is permanently lost. 
  51–55
  Broken Nose
  3
  A solid blow to the nose. Gain 2 Bleeding Conditions. Make a Challenging 
  (+0) Endurance Test or also gain a Stunned Condition. 
  56–60
  Broken Jaw
  3
  The blow breaks your jaw. Gain 3 Stunned Conditions. Make a Challenging 
  (+0) Endurance Test or gain an Unconscious Condition. Suffer a Broken 
  Bone (Major) injury.
  61–65
  Mangled Ear
  4
  A blow tears your ear apart. Gain 3 Deafened and 2 Bleeding Conditions. 
  Lose your ear — Amputation (Average).
  66–75
  Smashed Mouth
  4
  The blow smashes out several teeth. Gain 2 Bleeding Conditions. Lose 1d10 
  teeth — Amputation (Easy).
  76–80
  Concussive Blow
  4
  A solid thump to the skull. Take 1 Deafened, 2 Bleeding, and 1d10 Stunned 
  Conditions. Gain a Fatigued Condition that lasts for 1d10 days. 
  81–85
  Devastated Eye
  5
  A strike to your eye bursts it. Gain 3 Blinded, 2 Bleeding, and 1 Stunned 
  Condition. Lose your eye — Amputation (Difficult).
  86–94
  Disfiguring Blow
  5
  The blow destroys your eye and nose. Gain 3 Bleeding, 3 Blinded, and 2 
  Stunned Conditions. Lose your eye and nose — Amputation (Hard).
  95–99
  Mangled Jaw
  5
  The blow shatters your jaw and destroys your tongue, sending teeth flying. 
  Gain 4 Bleeding and 3 Stunned Conditions. Suffer a Broken Bone (Major) 
  injury and lose your tongue and 1d10 teeth — Amputation (Hard).
  00 or 
  more
  Shattered Skull
  Death
  Your head is caved in and you collapse, instantly dead.
  
  VII
  84
  UP IN ARMS
  ARM CRITICAL WOUNDS
  Roll
  Description
  Wounds
  Additional Effects
  01–10 
  Jolted Wrist
  T
  Drop any item held in that hand.
  11–20
  Jarred Arm
  T
  Drop anything held in that hand, which is useless for 1d10 – Toughness 
  Bonus Rounds (minimum 1). For this time, treat the hand as lost (see 
  Amputated Parts).
  21–25
  Minor Cut
  1
  Your upper arm is cut. Gain a Bleeding Condition.
  26–40
  Sprain
  1
  Suffer a Torn Muscle (Minor) injury.
  41–45
  Torn Muscles
  1
  The blow slams into your forearm. Gain a Bleeding Condition and a Torn 
  Muscle (Minor) injury.
  46–50
  Bleeding Hand
  1
  Take 1 Bleeding Condition. While suffering from that Bleeding Condition, 
  make an Average (+20) Dexterity Test before taking Actions involving items 
  held in that hand. If you fail, you drop the item.
  51–55
  Wrenched Arm
  2
  Drop any item held in that hand. The arm is useless for 1d10 Rounds (see 
  Amputated Parts).
  56–60
  Gaping Wound
  2
  Gain 2 Bleeding Conditions. Until you receive Surgery to stitch the cut, any 
  Damage to the wounded arm inflicts an additional Bleeding Condition.
  61–75
  Clean Break
  2
  Drop whatever was held in that hand and gain a Broken Bone (Minor) 
  injury. Pass a Difficult (–10) Endurance Test or gain a Stunned Condition.
  76–80
  Ruptured 
  Ligament
  2
  Drop items held in that hand. Suffer a Torn Muscle (Major) injury.
  81–85
  Deep Cut
  3
  Gain 2 Bleeding Conditions. Gain 1 Stunned Condition and suffer a Torn 
  Muscle (Minor) injury. Take a Hard (–20) Endurance Test or gain the 
  Unconscious Condition.
  86–90
  Crushed Elbow
  3
  Drop whatever was held in that hand and gain a Broken Bone (Major) injury. 
  91–95
  Damaged Artery
  3
  Gain 4 Bleeding Conditions. 
  96–109
  Dislocated 
  Shoulder
  4
  The arm counts as lost (see Amputated Part). Gain 1 Stunned Condition 
  until you receive Medical Attention. After initial treatment an Extended 
  Average (+20) Heal Test reaching 6 SL resets the arm. After which tests 
  made using the arm suffer a –10 penalty for 1d10 days.
  110–115
  Severed Finger
  4
  You lose a finger — Amputation (Average). Gain a Bleeding Condition.
  116–120
  Cleft Hand
  4
  Your hand is splayed. Lose 1 finger — Amputation (Difficult). Gain 2 
  Bleeding and 1 Stunned Condition. For every succeeding Round in which you 
  don’t receive Medical Attention, lose another finger. If you lose all fingers, you 
  lose the hand — Amputation (Difficult).
  121–125
  Mauled Bicep
  5
  The blow rips bicep from bone. You drop anything held in that hand 
  and suffers a Torn Muscle (Major) injury and 2 Bleeding and 1 Stunned 
  Condition.
  126–130
  Mangled Hand
  5
  You lose your hand — Amputation (Hard). Gain 2 Bleeding Conditions. 
  Take a Hard (–20) Endurance Test or gain the Stunned and Prone 
  Conditions.
  131–135
  Sliced Tendons
  5
  The blow leaves your arm useless — Amputation (Very Hard). Gain 3 
  Bleeding and 1 Stunned Condition. Pass a Hard (–20) Endurance Test or gain 
  the Unconscious Condition.
  136 or 
  more
  Brutal 
  Dismemberment
  Death
  Your arm is severed. You expire from shock and blood loss almost instantly.
  
  VII
  85
  AN ALTERNATIVE APPROACH TO INJURY
  BODY CRITICAL WOUNDS
  Roll
  Description
  Wounds
  Additional Effects
  01–10 
  Winded
  T
  Gain a Stunned Condition. Make an Average (+20) Endurance Test, or gain 
  the Prone Condition. Movement is halved for 1d10 Rounds as you get your 
  breath back.
  11–20
  ‘Tis But A 
  Scratch!
  1
  Gain 1 Bleeding Condition.
  21–25
  Gut Blow
  1
  Gain 1 Stunned Condition. Pass an Easy (+40) Endurance Test or vomit, 
  gaining the Prone Condition.
  26–30
  Low Blow!
  1
  Make a Hard (-20) Endurance Test or gain 3 Stunned Conditions.
  31–35
  Twisted Back
  1
  Suffer a Torn Muscle (Minor) injury.
  36–40
  Bruised Ribs
  2
  All Agility-based Tests suffer a –10 penalty for 1d10 days.
  41–45
  Wrenched Collar 
  Bone
  2
  Randomly select one arm. Drop whatever is held in that hand; the arm is 
  useless for 1d10 Rounds (see Amputated Parts).
  46–50
  Ragged Wound
  2
  Take 2 Bleeding Conditions.
  51–55
  Cracked Ribs
  2
  The hit cracks one or more ribs. Gain a Stunned Condition. Gain a Broken 
  Bone (Minor) injury.
  56–60
  Gaping Wound
  3
  Take 3 Bleeding Conditions. Until you receive Surgery, any Wounds you 
  receive to the Body inflict an additional Bleeding Condition as the cut 
  reopens.
  61–65
  Painful Cut
  3
  Gain 2 Bleeding Conditions and a Stunned Condition. Take a Hard (–20) 
  Endurance Test or gain the Unconscious Condition as you black out from the 
  pain. Unless you achieve 4+ SL, you also scream out in agony.
  66–70
  Arterial Damage
  3
  Gain 4 Bleeding Conditions. Until you receive Surgery, every time you receive 
  Damage to the Body, gain 2 Bleeding Conditions.
  71–75
  Pulled Back
  3
  Your back turns to white pain as you pull a muscle. Suffer a Torn Muscle 
  (Major) injury.
  76–80
  Fractured Hip
  4
  Gain a Stunned Condition. Take a Challenging (+0) Endurance Test or also 
  gain the Prone Condition. Suffer a Broken Bone (Minor) injury.
  81–85
  Major Chest 
  Wound
  4
  You take a significant wound to your chest, flensing skin from muscle and 
  sinew. Take 4 Bleeding Conditions. Until you receive Surgery to stitch the 
  wound together, any Wounds you receive to the Body also inflict 2 Bleeding 
  Conditions as the tears reopen.
  86–90
  Gut Wound 
  4
  Contract a Festering Wound (see Disease and Infection) and gain 2 Bleeding 
  Conditions.
  91–95
  Smashed Rib 
  Cage
  5
  Gain a Stunned Condition that can only be removed through Medical 
  Attention. Suffer a Broken Bone (Major) injury.
  96–110
  Broken Collar 
  Bone
  5
  Gain the Unconscious Condition until you receive Medical Attention. Suffer a 
  Broken Bone (Major) injury.
  111–115
  Internal Bleeding
  5
  Gain a Bleeding Condition that can only be removed through Surgery. 
  Contract Blood Rot (see Disease and Infection).
  116 or 
  more
  Torn Apart
  Death
  You are hacked in two. The top half lands in a random direction, and all 
  characters within 2 yards are showered in blood.
  
  VII
  86
  UP IN ARMS
  LEG CRITICAL WOUNDS
  Roll
  Description
  Wounds
  Additional Effects
  01–10 
  Stubbed Toe
  T
  Pass an Average (+20) Endurance Test or suffer –10 on Agility Tests until 
  the end of the next turn.
  11–20
  Lost Footing
  T
  Pass a Challenging (+0) Athletics Test or gain the Prone Condition.
  21–25
  Twisted Ankle
  1
  Agility Tests suffer a –10 penalty for 1d10 rounds. 
  26–40
  Minor Cut
  1
  Gain 1 Bleeding Condition.
  41–45
  Thigh Strike
  1
  A blow slams into your upper thigh. Gain a Bleeding Condition and take an 
  Average (+20) Endurance Test or gain the Prone Condition.  
  46–50
  Sprained Ankle
  1
  Gain a Torn Muscle (Minor) injury.
  51–55
  Twisted Knee
  2
  You twist your knee too far. Agility Tests suffer a –20 penalty for 1d10 
  Rounds.
  56–60
  Badly Cut Toe
  2
  Gain 1 Bleeding Condition. After the encounter, make a Challenging (+0) 
  Endurance Test. If you fail, lose 1 toe — Amputation (Average).
  61–65
  Bad Cut
  2
  Gain 2 Bleeding Conditions. Pass a Challenging (+0) Endurance Test or gain 
  the Prone Condition.
  66–70
  Badly Twisted 
  Knee
  2
  Gain a Torn Muscle (Major) injury.
  71–75
  Hacked Leg
  3
  Gain 1 Prone and 2 Bleeding Conditions, and suffer a Broken Bone (Minor) 
  injury. 
  76–80
  Torn Thigh
  3
  Gain 3 Bleeding Conditions. Until you receive Surgery to stitch the cut, any 
  associated Leg Damage you receive inflicts an additional Bleeding Condition.
  81–85
  Ruptured 
  Tendon
  3
  Gain a Prone and Stunned Condition. Pass a Hard (–20) Endurance Test or 
  gain the Unconscious Condition. Your leg is useless (see Amputated Parts). 
  Suffer a Torn Muscle (Major) injury.
  86–90
  Cracked Shin
  4
  Gain a Stunned and Prone Condition. Further, suffer a Torn Muscle (Major) 
  and Broken Bone (Minor) injury.
  91–95
  Broken Knee
  4
  You gain 1 Bleeding, 1 Prone, and 1 Stunned Condition, and a Broken Bone 
  (Major) injury.
  96–105
  Dislocated Knee
  4
  Gain the Prone Condition. Pass a Hard (–20) Endurance Test, or gain 
  the Stunned Condition, which is not removed until you receive Medical 
  Attention. After this initial Medical Attention, an Extended Average (+20) 
  Heal Test reaching 6 SL resets the knee. After this, Movement is halved and 
  Tests made using the leg suffer a –10 penalty for 1d10 days.
  106–115
  Crushed Foot
  4
  Make an Average (+20) Endurance Test. if you fail, gain the Prone Condition 
  and lose 1 toe, plus 1 additional toe for each SL below 0 — Amputation 
  (Average). Gain 2 Bleeding Conditions. If you don’t receive Surgery within 
  1d10 days, you lose the foot.
  116–120
  Severed Foot
  5
  Your foot is severed— Amputation (Hard). You gain 3 Bleeding, 2 Stunned, 
  and 1 Prone Condition.
  121–125
  Cut Tendon
  5
  Your leg collapses. Gain 2 Bleeding, 2 Stunned, and 1 Prone Condition and 
  your leg never works again — Amputation (Very Hard).
  126 or 
  more
  Shattered Pelvis
  Death
  The blow shatters your pelvis, severing a leg. You die instantly from traumatic 
  shock.
  
  VIII
  87
  ‘Welcome, sir, to my humble wagon. As you can see, we have 
  the widest of wide-brimmed hats, all the way from Tilea, 
  genuine Estalian leather, of course. And you’ll be wanting a 
  hat band in your regimental colours, I dare say. Yellow and 
  green, I see. And how about this lovely feather, genuine ostrich, 
  liberated from a Sartosa privateer, I believe. In crimson? I’m 
  doing a special on bow strings, genuine cat, of course. Shhh. 
  Mr. Tiggles, only joking. And how about this? Always points 
  to the Northern Wastes. I don’t understand it, myself.
  And how about this lovely sealskin? This will keep you drier 
  than dry, even up in the mountains. Genuine seal, of course, 
  all the way from Marienburg, that’s why it’s so expensive. 
  And, if you want the luxury of hot food for a lifestyle on the 
  go, you’ll be wanting this. No idea how it works, but Jem 
  Hollyburr swears by it. And if sir would allow, how about a 
  pair of these? Keeps you cool on a hot day, and warm on a cold 
  one, and I can do them in blue, too.’
  Little Aldy Summerfield, the Halfling pedlar, follows 
  regiments around the Old World in his cart filled with 
  all manner of equipment that experience tells him the 
  soldiers will want. He keeps an ear out for the latest fads 
  and is quick to look for suppliers for unusual items. He 
  also keeps an ear out to learn of potential new campaigns 
  and manoeuvres, ensuring he is always among soldiers 
  who are far from home. He has an easy manner with the 
  troops and offers discounts to good customers, ensuring 
  they are keen to protect him from thieves and bullies.
  A SOLDIER’S BURDEN
  Soldiers, especially experienced or more saavy veterans, 
  carry far more equipment to war than a sharp blade and 
  shiny armour. Long days of marching and fraught nights 
  spent watching for raiders can be made far more bearable 
  by the addition of a few vital tools and creature comforts.
  THE QUARTERMASTER’S
  STORE
  •
  •
  
  VIII
  88
  UP IN ARMS
  Theodolite: A theodolite is a piece of technical equipment 
  used for measuring angles over long distances and handy 
  for surveying land. Anyone with Trade (Cartographer) can 
  use one effectively.
  Some are little more than loops of metal to look through 
  and an adjustable angle. The new-fangled ones coming 
  out of Tilea can be adjusted in three dimensions and 
  incorporate precision angle measurements, vernier scales, 
  and telescopic eyepieces. They come with adjustable 
  tripods and require at least one round to set up.
  Ostrich Feather: These large feathers from strange 
  Arabyan birds are all the rage among courtiers and now 
  the military. They come in all sorts of colours. One might 
  think that a soldier with the brightest feather in their hat 
  might be the most likely to get their head blown off, but 
  soldiers treat this as a test of courage. Some traders try 
  to pass off the feathers of any common or garden bird as 
  genuine ostrich.
  Compass: This rudimentary compass is a metal needle, 
  balanced on a pin. Scholars debate the nature of the 
  device. Some suspect it has an affinity for the very stuff 
  of Chaos. Some suggest it may be attracted to a massive 
  chunk of Warpstone somewhere in the Northern Wastes. 
  But it is reliable and invaluable for navigation.
  Bandoleer: A bandoleer is a leather belt that is worn 
  diagonally, with a dozen or so small containers hanging 
  from it, usually made of wood. These containers can be 
  filled with a precise measure of blackpowder to make 
  loading a handgun quicker and easier.
  Slow Match: A slow match is a length of thin rope 
  infused with flammable substances. It burns slowly and 
  steadily, providing a ready spark for a matchlock weapon. 
  It is sold by the yard, and burns at about a foot per hour.
  Fuse: Fuse is similar to slow match but burns much more 
  quickly, offering a way to detonate blackpowder from a 
  distance. It is sold by the yard and burns at about one 
  inch per second. Standard Quality fuse is likely to fail 
  about 5% of the time over ten yards. Shoddy fuse must 
  test every five yards.
  Bow String: Made from hemp or similar twine, bow 
  strings tend to break, especially at crucial moments. 
  Carrying a couple of spares has got to be a good policy. 
  Quality ones will break less.
  Whetstone: Keeping your blades sharp is always good 
  practice. It’s up to the GM what happens if you don’t. 
  Sharpening services are common enough across the 
  Empire and a knife sharpener will do the job for a couple 
  of pennies per blade. If you want to do it yourself, however, 
  it might be worth investing in a whetstone. 
  Sealskin: A sealskin overcoat will keep the most inclement 
  weather out. The fishermen of the Sea of Claws swear by 
  them. The further inland you get the less likely they are 
  to be made of genuine sealskin, but other furry imitations 
  in the same style do almost as good a job. They usually 
  come with matching over-mittens which are great for 
  keeping hands warm but make dextrous acts impossible. 
  A good sealskin can give bonuses to resist cold exposure 
  (see WFRP page 181).
  Silk Underwear: Little luxuries help to relieve the stress 
  and drudgery of military life. One such luxury, for the 
  parade ground and on campaign, is the finest Cathayan 
  silk underwear. It also reduces chafing.
  EQUIPMENT
  Item
  Cost
  Enc
  Availability
  Theodolite
  6 GC
  3
  Exotic
  Ostrich Feather
  3/–
  0
  Rare
  Compass
  10/–
  0
  Scarce
  Bandoleer
  6/–
  1
  Common
  Slow Match
  2d / yard
  1
  Common
  Fuse
  3d / yard
  1
  Scarce
  Bow String
  4/–
  0
  Common
  Whetstone
  2/6
  0
  Common
  Sealskin
  30/–
  1
  Scarce
  Silk Underwear
  1GC
  0
  Scarce
  Captain Braun’s 
  Multi-Stove
  10/–
  3
  Scarce
  Captain Braun’s
  Insta-Boiler
  6/–
  2
  Scarce
  
  VIII
  89
  THE QUARTERMASTER’S STORE
  Captain Braun’s Multi-Stove: An array of new-fangled 
  equipment seems to emerge from the forges of Nuln 
  every year. This heavy iron box, from the famous inventor 
  Captain Braun, has several compartments within it 
  to allow the cooking of different meals at once. It is 
  even claimed that you can keep cooking on the move, 
  though it does get a bit hot. The main advantages of this 
  contraption are that it requires much less fuel to heat, it 
  keeps its heat longer, and it considerably reduces the tell-
  tale signs of fire. Some cooks swear by the invention while 
  some find it a waste of effort to cart around when an open 
  fire might do just as well.
  Captain Braun’s Insta-Boiler: The Insta-Boiler looks 
  like a tall cooking pot with a domed lid. It has a space at 
  the bottom for the fire, with an enclosed, lidded chamber 
  above that. It is claimed that it can cook stews and the 
  like more quickly and at lower temperatures. Like the 
  Multi-Stove, it can be used on the move (if you’re very 
  careful), it requires less fuel, and is harder to spot than 
  an open fire.
  WEAPON OPTIONS
  The Core Rulebook provides all the weapons you need to 
  begin adventuring, but some gaming groups may prefer 
  to use the rules provided here to add more choice and 
  granularity to an adventurer’s armoury.
  optionaL qUaLities
  Some weapons have a markedly different effect depending 
  on how they are wielded. A warhammer, for example, 
  typically has a blunt head (allowing it to make use of the 
  Pummel Quality) and an opposing pointed head (allowing 
  it to make use of the Penetrating Quality). These two 
  Qualities could not be used together, as the wielder is 
  either trying to make use of one head or the other.
  Such weapons list their Qualities in a particular way. 
  Qualities that always apply to the weapon are listed first, 
  with a choice of optional Qualities at the end. So, the 
  Qualities for the warhammer are:
  Unbalanced, Pummel or Penetrating
  This means that the weapon is always Unbalanced, but that 
  the wielder can choose to employ Pummel or Penetrating.
  This choice must be made before any dice are rolled to 
  determine the success of the attack. If for some reason the 
  Player does not choose which Quality to use, the attack 
  uses the first of the optional Qualities (Pummel in the 
  case of the warhammer).
  new qUaLities and fLaws
  Unbalanced: The weight of some weapons is concentrated 
  at the head, making them inefficient for parrying. When 
  this weapon is used to oppose an incoming attack, it 
  suffers a –1 SL penalty to the attack.
  Slash (XA): Slash weapons concentrate their cutting 
  power in such a way as to open up gaping wounds. If you 
  cause Critical Damage with the weapon, the target takes 
  a Bleeding Condition in addition to any other effects of 
  the critical hit. You may spend X Advantage to have your 
  opponent suffer 1 additional Bleeding Condition.
  Spread (Rating): Weapons with the Spread quality 
  fire an expanding cloud of projectiles which may strike 
  several targets. Depending on the range to the target, 
  weapons with this quality behave somewhat differently. 
  Point Blank: The shot targets a single individual. Add 
  (Rating) to the weapon’s Damage.
  Short Range to Long Range: The shot targets a 
  single individual, and the next (Rating) closest visible 
  creatures. No two targets may be more than (Rating) 
  yards apart.
  Extreme Range: As for Short to Long Range, but 
  reduce the weapon’s damage by (Rating) as well.
  Trip: Trip weapons are designed to hook an opponent’s 
  leg or otherwise drive them from their feet. After 
  hitting your opponent, you may spend 2 Advantage and 
  make an opposed Strength/Athletics Test. If you win, 
  your opponent gains the Prone Condition (if they are 
  mounted, they suffer a 2-yard fall and then gain the Prone 
  Condition). If you lose, nothing happens other than 
  standard effects for losing an Opposed Test in combat. 
  
  VIII
  90
  UP IN ARMS
  the shieLd qUaLity
  The Shield Quality has been adjusted to make it easier to 
  use them in melee combat.
  Shield (Rating): Any time you Oppose an attack you 
  benefit from additional AP equal to the Shield Rating. If 
  your weapon has a Shield Rating of 2 or higher you may 
  also use your shield to Oppose incoming missile shots in 
  your line of sight. 
  This means that you may use a melee weapon in your 
  primary hand to oppose an opponent’s melee attack at 
  no penalty and gain the AP benefit of the shield in your 
  secondary hand even though you did not specifically use 
  the shield to oppose the attack.
  Example: Uri is surprised by some Goblins who charge into 
  close combat with him. He gains the Surprised Condition, so 
  in the first round of combat his shield provides no benefit. In 
  the next turn he is no longer surprised and his shield provides 
  2 AP on top of any armour he wears.
  Uri sees off the immediate threat, but a Goblin shoots at him 
  from a range of 50 yds. Uri could not normally oppose this 
  attack, but because he is equipped with a shield he may use that 
  shield to oppose it. Because it is in his secondary hand he suffers 
  a penalty of -20 (as per the Two-Weapon Fighting rules in 
  WFRP page 163) or no penalty if he uses Melee (Parry) (see 
  WFRP page 296) lastly because it has the Defensive Quality 
  Uri benefits from +1 SL. 
  BASIC WEAPONS
  Basic weapons are those that are wielded in one hand and 
  require relatively little training to grasp the basic use of 
  (though advocates of these weapons insist that there is 
  a subtlety to their implementation, meaning they take a 
  lifetime to master).
  Axe: Much beloved of Dwarfs, the axe is not as agile in 
  the hand as a sword but the heavy cleaving head can make 
  a mess of armour and shields.
  Ballock Knife: The short, slim blade of a ballock knife 
  makes for a poor weapon, unless you have a heavily 
  armoured opponent at your mercy.
  Club: Clubs are as often found as they are crafted. 
  The price listed indicates that a purchaser needs such a 
  weapon in a hurry, though if a Character is in a wooded 
  environment, they can source themselves a club by passing 
  an Extended Challenging (+0) Outdoor Survival Test 
  requiring a total of 7 SL.
  Dagger: These blades are crafted specifically for fighting. 
  A broken sword may be employed as a dagger but gains 
  the Dangerous Flaw (WFRP, page 299) if it lacks an 
  integral hilt. 
  Improvised Weapons: Hard and heavy items that are 
  not intended to be used as a weapon may still serve in a 
  desperate moment. This entry covers such items as chair 
  legs, rocks, snooker cues, and bottles.
  Knife: This entry covers short, sharp blades intended for 
  purposes other than fighting, such as kitchen or hunting 
  knives.
  Mace: The typical mace is a metal shaft with a heavy head 
  shaped in flanges or spiked protrusions. Whilst it is less 
  wieldy than a sword it inflicts concussive blows.
  
  VIII
  91
  THE QUARTERMASTER’S STORE
  BasiC weapons taBLe
  Weapon
  Price
  Enc
  Availability
  Reach
  Damage
  Qualities and Flaws
  BASIC
  Axe
  10/–
  1
  Common
  Average
  +SB+4
  Hack, Unbalanced
  Ballock Knife
  16/–
  0
  Scarce
  Very Short
  +SB+1
  Impale*, Penetrating, Precise *
  Club
  4/–
  0
  Common
  Average
  +SB+4
  Undamaging, Unbalanced
  Dagger
  16/–
  0
  Common
  Very Short
  +SB+2
  –
  Improvised Weapon
  N/A
  Varies
  N/A
  Varies
  +SB+1
  Undamaging, Unbalanced
  Knife
  8/–
  0
  Common
  Very Short
  +SB+1
  Undamaging
  Mace
  15/–
  1
  Common
  Average
  +SB+4
  Pummel, Unbalanced
  Military Pick
  15/–
  1
  Scarce
  Average
  +SB+4
  Penetrating, Unbalanced
  Scimitar
  1 GC
  1
  Scarce
  Short
  +SB+4
  Slash (1A)
  Sword
  1 GC
  1
  Common
  Average
  +SB+4
  –
  Warhammer
  1 GC
  1
  Scarce
  Average
  +SB+4
  Unbalanced, Pummel or 
  Penetrating
  * Impale and Precise Weapon Qualities only apply if the target is Surprised or Prone.
  Military Pick: Crude picks are little more than a metal 
  spike on the end of a stick, though better made weapons 
  are fashioned from steel. They are not agile weapons but 
  are well designed to crack armour.
  Scimitar: Popular in the east of the Empire, Kislev and 
  Araby, the scimitar has a curved blade which can inflict 
  terrible cutting wounds. Its design does compromise the 
  welder’s ability to lunge and thrust, meaning that even 
  though scimitars are a similar length to straight swords 
  they have a shorter reach.
  Sword: The sword is the weapon by which all others are 
  measured. A quality sword has a needle point tip for 
  thrusting, a blade that is razor sharp to either side, and is 
  balanced so that the weight is close to the hand, making 
  it agile for attack and defence.
  Warhammer: Warhammers come in several designs, but 
  typically have a flat heavy head on one side for inflicting 
  pummelling damage, and a spiked point on the other for 
  penetrating armour.
  
  VIII
  92
  UP IN ARMS
  shieLd taBLe
  SHIELDS
  Whilst the use of Shields is covered by the Basic Weapon 
  rules on WFRP page 294, there are differences in 
  implementation requiring more discussion. Although 
  they have their own section here, they are still used in 
  conjunction with the Melee (Basic) Skill.
  Weapon
  Price
  Enc
  Availability
  Reach
  Damage
  Qualities and Flaws
  BASIC
  Shield (Buckler)
  18/2
  0
  Common
  Personal
  +SB+1
  Shield 1, Defensive, Undamaging
  Shield 
  2 GC
  1
  Common
  Very Short
  +SB+2
  Shield 2, Defensive, Undamaging
  Shield (Large)
  3 GC
  3
  Common
  Very Short
  +SB+3
  Shield 3, Defensive, Undamaging
  Pavise
  3 GC 
  15/–
  4
  Rare
  N/A
  +SB+2
  Shield 5
  Pavise: The pavise is a large shield carried by crossbowmen 
  to provide shelter on the battlefield as they reload. 
  Roughly 4 feet tall and often painted with the unit’s 
  coat of arms, the crossbowman plants the pavise on the 
  ground like a personal wall. At its most effective when 
  deployed in a line with other crossbowmen, the pavise 
  provides good cover when firing at opposing troops and 
  defending against enemy sorties, the soldier wielding a 
  spear or sword from behind the planted pavise. 
  The pavise can be used in two different ways.
  It can be employed as a large shield. This is not a good 
  way to use a pavise as it is heavy construction of wood and 
  leather. In this case it affords all the Qualities of a large 
  shield (Shield 3, Defensive, Undamaging), gains the Slow 
  and Tiring Flaws. A pavise used in this way still has an 
  Encumbrance of 4 and only does +SB+2 Damage.
  It’s intended use is to be set up as a piece of portable 
  cover. It costs the wielder 2 Actions to set the pavise up. 
  This direction could be depending on the compass (north, 
  south, east, or west), relative to the wielder’s body (left, 
  right, front, or back) or from a particular landmark (‘I set 
  it up between me and the castle’).
  Provided the wielder remains within 1 yard behind the 
  pavise, it provides protection to the wielder from any 
  missile attacks that come from the stated direction, 
  granting the Shield 5 Quality. Should an opponent engage 
  the wielder in melee, the pavise only provides protection 
  if the attack is made from the stated direction, and only 
  in the first turn of combat.
  Example: Braganza the shield specialist has worked his way 
  up to the south of an enemy fortress. He sets up his pavise so 
  that it faces the fortress. He gains the Shield 5 Quality to any 
  attacks coming from the north, but he has no such protection to 
  attacks coming from the south, west, or east. Should someone 
  sally out of the fortress and charge towards Braganza, he 
  could make use of the Shield 5 Quality for the first round of 
  melee combat. If he is charged from the sides or rear, he cannot 
  use the Shield 5 Quality.
  
  VIII
  93
  THE QUARTERMASTER’S STORE
  fenCing weapons taBLe
  CAVALRY WEAPONS
  Cavalry weapons are traditionally used when mounted. 
  Lances are specially designed to be employed from the 
  back of a charging Horse (or Demigryph). Cavalry 
  hammers and sabres tend to be wielded by mounted 
  troops, but more as a matter of tradition than strict 
  necessity. 
  Cavalry Hammer: Cavalry hammers are large, weighty 
  weapons, favoured by the Knights of the White Wolf. On 
  foot, they may be used with the Melee (Two-Handed) skill.
  Lance and Demi-Lance: Lances resemble spears, but 
  with a weighty grip designed to brace the weapon against 
  the arm and chest of a charging knight. The demi-lance is 
  similar, but shorter and lighter.
  Sabre: The sabre is similar to the scimitar, but a little 
  longer and straighter. It may be used on foot with Melee 
  (Basic), though its Slash (1A) Quality becomes Slash (2A). 
  Skilled fencers can make good use of a Sabre — used with 
  Melee (Fencing), the sabre retains its Slash (1A) Quality.
  FENCING WEAPONS
  Fencing weapons are much like basic weapons and may 
  well be used as such by those who fail to grasp their 
  nuances. Generally in order to use a fencing weapon the 
  user must master a particular fighting technique that 
  makes best use of the weapon’s design.
  Foil: The foil is a light sword with a blade like a thin 
  sharpened spike. They are light in the hand with a balance 
  at the hilt, but short of a dramatic lunge they tend to only 
  inflict small prinking injuries.
  Rapier: The rapier is a long thin sword. Like the foil it 
  comes to a fine point for thrusting, but the sharp blade 
  retains much of the cutting power of a traditional sword.
  Smallsword: A light version of the foil. The smallsword 
  is not considered a serious weapon and is more often 
  employed in sporting contests or duels to first blood. 
  Smallswords with blunt tips and blades are often used as 
  sport weapons, gaining the Undamaging Flaw.
  Weapon
  Price
  Enc
  Availability
  Reach
  Damage
  Qualities and Flaws
  CAVALRY
  (2H) Cavalry Hammer
  3GC
  3
  Scarce
  Long
  +SB+5
  Pummel
  Demi-Lance
  1GC
  2
  Scarce
  Long 
  SB+5*
  Impact, Impale
  Lance
  1GC
  3
  Scarce
  Very Long
  +SB+6*
  Impact, Impale
  Sabre
  2GC
  1
  Scarce
  Average
  SB+4
  Slash (1A)
  * Lances and Demi-Lances count as Improvised Weapons if used on a round where you have not charged.
  Weapon
  Price
  Enc
  Availability
  Reach
  Damage
  Qualities and Flaws
  FENCING
  Foil
  5GC
  1
  Scarce
  Average
  +SB+3
  Fast, Impale, Precise, Undamaging
  Rapier
  5GC
  1
  Scarce
  Long
  +SB+4
  Fast, Impale
  Smallsword
  4GC
  1
  Scarce
  Average
  +SB+2
  Fast, Impale, Precise
  CavaLRy weapons taBLe
  
  VIII
  94
  UP IN ARMS
  BRAWLING WEAPONS
  Part of the appeal of Brawling Weapons is that many of 
  them can be constructed from suitable items in a pinch or 
  broken down into seemingly innocent components. 
  Weapon
  Price
  Enc
  Availability
  Reach
  Damage
  Qualities and Flaws
  BRAWLING
  Spiked Gauntlet
  2 GC
  1
  Scarce
  Personal
  +SB+3
  Impale, Unbalanced
  Boat Hook
  6/–
  0
  Common
  Short
  +SB+4
  Trip, Undamaging
  (2H) Garrote
  1/–
  0
  Rare
  Personal
  +SB+2
  Entangle, Slow, Unbalanced, 
  Undamaging
  Knuckledusters
  2/6
  0
  Common
  Personal
  +SB+2
  –
  Locked Gauntlet
  1 GC
  1
  Scarce
  Personal
  +SB+2
  Undamaging
  Unarmed
  N/A
  0
  –
  Personal
  +SB+0
  Undamaging
  Sap
  1/–
  0
  Rare
  Personal
  +SB+1
  Pummel,  Unbalanced, 
  Undamaging
  Spiked Gauntlet: A spiked gauntlet may be purchased as 
  part of a set of plate armour for the arm. Add the price of 
  the spiked gauntlet to that of the armour, but just use the 
  Encumbrance of the armour itself; the spiked gauntlet 
  does not involve significant additional weight or bulk.
  Boat Hook: Hooks are used by stevedores to help with 
  loading and securing cargoes, but they can make vicious 
  weapons if wielded with intent.
  Garrote: A garotte is a length of cord or wire intended 
  to be slipped around the neck and drawn tight with the 
  wielder’s hands. A Character in a coaching inn or urban 
  location could make a garotte by passing an extended 
  Challenging (+0) Trade (Chandler, Engineer, Tailor, or 
  Tanner) Test requiring a total of 5 SL.
  Knuckledusters: Brass knuckles can add considerable 
  power to a fighter’s strikes, but a set of knuckledusters 
  could be improvised from textiles and tools. A Character 
  in an urban location can make themselves knuckledusters 
  by passing an extended Challenging (+0) Trade 
  (Carpenter, Engineer, Smith, Tailor or Tanner) Test 
  requiring a total of 10 SL.
  Locked Gauntlet: A locked gauntlet is formed from 
  plates of steel that encase the fist and can be held shut 
  with a screw or catch. Whilst the gauntlet may be used 
  as a Brawling Weapon it is more commonly employed 
  as a method to ensure that the wielder does not drop a 
  weapon held in the gauntleted hand. A locked gauntlet 
  may be purchased as part of a set of plate armour for the 
  arm. Add the price of the locked gauntlet to that of the 
  armour. Use the Encumbrance of the armour itself; the 
  locked gauntlet does not add significant weight.
  If a Character equipped with a locked gauntlet would 
  normally be forced to drop an item held in that hand, 
  they do not drop it. Instead, they suffer a -20 penalty to 
  any Tests made with that item, including Melee Tests, for 
  however long the circumstances that would have caused 
  them to drop it remain in effect (to a minimum of one 
  turn). If something occurs during this time that would 
  cause them to drop the item again, they drop it despite 
  wearing a locked gauntlet.
  Example: Jenna the Mercenary carries a sword in her right 
  hand. She also has a locked gauntlet on her right hand, and 
  before she enters combat she ensures the catch is secured. 
  During a fight Jenna’s opponent uses the Disarm Talent. This 
  would normally cause Jenna to lose her sword but because of 
  her Locked Gauntlet she keeps hold of it. She suffers a -20 
  penalty to Melee Tests for a turn, after which she regains her 
  correct grip and fights as normal. 
  CavaLRy weapons taBLe
  
  VIII
  95
  THE QUARTERMASTER’S STORE
  Later in the combat, Jenna suffers a critical hit, Clean Break, 
  which would require her to drop anything held by that arm. 
  Jenna still retains her weapon, but this time she suffers the 
  -20 penalty to Melee Tests (as well as other penalties for the 
  broken arm) until she receives medical attention. Whilst in 
  this parlous state her opponent uses the Disarm Talent again, 
  and finally forces Jenna to drop her sword.
  Sap: A well-made Sap consists of a leather or textile 
  sheath stuffed with sand, musket balls, iron rods or 
  similar small heavy items. In desperation a sap could be 
  constructed from suitable materials gathered from an 
  urban environment. A Character in a tavern, shop, or 
  urban location could make themselves a Sap by passing 
  an Extended Challenging (+0) Trade (Carpenter, 
  Engineer, Smith, Tailor or Tanner) Test requiring a 
  total of 15 SL.
  FLAIL WEAPONS
  Flails are powerful weapons, but without specialist 
  training a user can end up striking themselves as often as 
  their opponents. Unskilled characters add the Dangerous 
  Weapon Flaw to their flails, and lose any other Weapon 
  Qualities the flail may have.
  Weapon
  Price
  Enc
  Availability
  Reach
  Damage
  Qualities and Flaws
  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
  Grain Flail: The common adage that peasants can beat 
  their ploughshares into weapons is overstated, but a grain 
  flail in the right hands is dangerous. A grain flail consists 
  of a wooden handle connected to a heavy stick, known as 
  a swipple, by a length of chain. 
  Flail and Military Flail: Flails made for the battlefield 
  incorporate metal swipples and reinforcements to the 
  handle, enabling them to pack a heftier punch. 
  PARRYING WEAPONS
  Any one-handed weapon with the Defensive Quality can 
  be used with Melee (Parry). When using Melee (Parry), 
  a weapon can Oppose an incoming attack without the 
  normal –20 off-hand penalty (see WFRP, page 158).
  Weapon
  Price
  Enc
  Availability
  Reach
  Damage
  Qualities and Flaws
  PARRYING
  Cloak
  10/–
  1
  Common
  Short
  +SB+0
  Entangle, Defensive, Undamaging
  Main Gauche
  1GC
  0
  Rare
  Very Short
  +SB+2
  Defensive
  Swordbreaker
  1 GC 
  2/6
  1
  Scarce
  Short
  +SB+1
  Defensive, Trap Blade
  (2H) Weighted Net
  1GC 
  10/–
  1
  Rare
  Short
  +SB+0
  Entangle, Defensive, Shield 1, Slow, 
  Undamaging, Wrap
  Cloak: Some experts in fencing and parrying recommend 
  keeping a cloak of heavy fabric handy. When bunched 
  around the arm it can be used to distract opponents or 
  divert their attacks. It can even be flung over an opponent 
  in the hope that they will become lost in its folds. However, 
  cloaks are not well suited for entangling attacks. When 
  making a Test to see if an opponent becomes entangled 
  in a cloak, the cloak has a Strength of 25.
  paRRying weapons taBLe
  fLaiL weapons taBLe
  
  VIII
  96
  UP IN ARMS
  Main Gauche: A main gauche is a specially designed 
  dagger used in fencing. It is so called because it is typically 
  wielded in the left hand by right-handed fighters to 
  complement a fencing weapon used as a primary weapon. 
  A fighter with no Melee (Parrying) Skill could still use 
  a main gauche, though they would call it a dagger and it 
  would lose the Defensive Quality.
  Swordbreaker: These weapons are designed like long 
  daggers or sturdy shortswords. Their blades are thicker 
  than those of swords, and along one side several deep 
  grooves are cut into the blade. This design greatly 
  compromises the weapon’s ability to cut, but enables a 
  skilled user to catch an opponent’s blade and hold it fast.
  Weighted Net: A weighted net is cumbersome and 
  clumsy, but capable of severely impeding an opponent’s 
  fighting ability when used in a timely fashion. When 
  making a Test to see if an opponent becomes entangled 
  in a weighted net, the net has a Strength of 55.
  Weapon
  Price
  Enc
  Availability
  Reach
  Damage
  Qualities and Flaws
  POLEARM
  (2H) Ahlspiess
  2 GC
  2
  Scarce
  Very Long
  +SB+3
  Impale, Penetrating
  (2H) Bill
  2 GC
  3
  Scarce
  Long
  +SB+4
  Defensive, Hack or Trip
  (2H) Halberd
  2 GC
  3
  Common
  Long
  +SB+4
  Defensive, Hack or Impale
  (2H) Mancatcher
  2 GC
  3
  Rare
  Long
  +SB+2
  Defensive, Entangle
  (2H) Partizan/Glaive
  2 GC
  3
  Scarce
  Long 
  +SB+4
  Defensive, Impale or Slash (2A)
  (2H) Pollaxe
  2 GC
  3
  Scarce
  Long
  +SB+4
  Defensive, Hack or Impale or 
  Pummel
  (2H) Spear
  15/–
  2
  Common
  Very Long
  +SB+4
  Impale
  (2H) Pike
  18/–
  4
  Rare
  Massive
  +SB+4
  Impale
  (2H) Quarterstaff
  3/–
  2
  Common
  Long
  +SB+4
  Defensive, Pummel
  POLEARMS
  Polearms are simply a weapon that consists, in part, of a 
  pole. Many polearms are simple devices with an obvious 
  application, though others have intricate heads that 
  combine the attributes of several other weapons.
  Ahlspiess: The ahlspiess mounts a long thin spike on 
  a spear shaft, compromising its ability to inflict cutting 
  wounds in order to better penetrate armour.
  Bill: Derived from a farming tool the bill features a hooked 
  blade that can be used to snag foes or chop them down. 
  Halberd: The archetypal weapon of the forces of the 
  Empire, the halberd can be employed to similar effect as 
  either a spear or an axe.
  Mancatcher: The mancatcher is a strange polearm with 
  a semi-circular head festooned with short spikes. The 
  weapon may catch a person around the neck, forcing 
  them to cease struggling for fear of further injury. It is not 
  often seen in the Empire, though Skaven and Hobgoblins 
  regularly employ them. Some Mancatchers come with 
  spring-loaded mechanisms. These cost 4 GC but the 
  wielder benefits from a bonus of +20 to any Strength Tests 
  made to entangle someone with the weapon.
  poLeaRm weapons taBLe
  
  VIII
  97
  THE QUARTERMASTER’S STORE
  Weapon
  Price
  Enc
  Availability
  Reach
  Damage
  Qualities and Flaws
  TWO-HANDED
  (2H) Bastard Sword
  8GC
  3
  Scarce 
  Long
  +SB+5
  Damaging, Defensive
  (2H) Great Axe
  4GC
  3
  Common
  Long
  +SB+6
  Hack, Impact, Tiring
  (2H) Flamberge 
  Zweihander
  30GC
  3
  Exotic
  Long
  +SB+5
  Damaging, Hack, Slash (2A)
  (2H) Pick
  9/–
  3
  Common
  Average
  +SB+5
  Damaging, Impale, Slow
  (2H) Warhammer
  3GC
  3
  Common
  Average
  +SB+6
  Damaging, Pummel, Slow
  (2H) Zweihander
  10GC
  3
  Scarce
  Long
  +SB+5
  Damaging, Hack
  Partizan or Glaive: Partizans are spears with thick leaf-
  shaped blades, whilst glaives are polearms that mount a 
  cleaving blade or sword blade as their head. They both act 
  in the same way, sacrificing some of the reach of the spear 
  to inflict heavier cutting blows.
  Pollaxe: The pollaxe takes many forms, but the archetypal 
  design features a head with a short spike on the top for 
  thrusting, an axe head to one side for cutting, and a 
  hammer head on the other side for pummelling.
  Spear: Besides the club, the spear is probably the most 
  ubiquitous weapon in the Old World. Almost all species 
  and nations employ troops armed with spears, aside from 
  the Dwarfs who tend to eschew polearms in general.
  Pike: These very long heavy spears are not commonly 
  employed outside of specially trained regiments. Tilean 
  mercenaries are particularly famed for their mastery of 
  pikes.
  Quarterstaff: Quarterstaffs are straight lengths of wood 
  about as tall as their wielder. They are as often found as 
  they are crafted. The price listed indicates that a purchaser 
  needs such a weapon in a hurry, though if a Character 
  is in a wooded environment, they can source themselves 
  a quarterstaff by passing an extended Challenging (+0) 
  Outdoor Survival Test requiring a total of 20 SL.
  TWO-HANDED WEAPONS
  Two-Handed Weapons are cumbersome and rob the 
  wielder of the chance to use a shield or off-hand weapon. 
  They are devastating when they land a solid blow.
  Bastard Sword: Also known as a hand-and-a-half sword, 
  the bastard sword is longer and heavier than a typical 
  blade, but shorter and lighter than a zweihander. A fighter 
  with Melee (Basic) could use a bastard sword as a single-
  handed weapon, but it gains the Tiring and Slow Flaws.
  Great Axe: Rarely used by the Empire, but often 
  employed by Norse tribes as a counter to heavy armour.
  Pick: Two-handed military picks are rarely seen, their use 
  being superseded by various forms of polearm. Certain 
  subterranean species are known to employ them.
  Warhammer: The two-handed warhammer is a difficult 
  weapon to master, but it is associated with the Dwarfs 
  and the Sigmarite cult.
  Zweihander and Flamberge Zweihander: The Empire’s 
  famous greatsword regiments are armed with massive 
  steel blades, as long as many polearms. Certain master 
  armourers go to even greater lengths in adding waves and 
  serrated edges to their swords. These weapons are known 
  as flamberge blades, and the wounds they inflict can be 
  deeper as a result of their cutting power.
  two-handed weapons taBLe
  
  VIII
  98
  UP IN ARMS
  AMMUNITION
  Ammunition for blackpowder weapons as dealt with on 
  page 102. Over the years a great many different designs 
  of arrowhead have been designed, but the most common 
  variants are the barbed arrow, which inflicts nasty slicing 
  wounds and causes additional injury if not carefully 
  removed, and the bodkin arrow, which has a robust spiked 
  point for punching through armour.
  Sharp sticks and pebbles could be used to serve as 
  ammunition by an archer or slinger who has run out 
  of special ammunition. A Character in an appropriate 
  location can source themselves a pebble suitable for a sling 
  by passing an extended Easy (+40) Outdoor Survival 
  Test or an extended Challenging (+0) Perception Test 
  requiring a total of 5 SL.
  A Character in a wooded location could source 
  themselves a straight sharp stick by passing an extended 
  Challenging (+0) Outdoor Survival Test requiring a 
  total of 10 SL. However, they ought to beware as, lacking 
  the attention of a trained fletcher, improvised arrows are 
  prone to fumbling.
  Weapon
  Price
  Enc
  Availability
  Range
  Damage
  Qualities and Flaws
  BOW
  Arrow (12)
  5/–
  0
  Common
  As weapon
  –
  Impale
  Barbed Arrow (12)
  8/–
  0
  Scarce
  As weapon
  –
  Impale, Slash (1A)
  Bodkin Arrow (12)
  8/–
  0
  Scarce
  As weapon
  –
  Impale, Penetrating
  Elf Arrow
  6/–
  0
  Exotic
  +50
  +1
  Accurate, Impale, Penetrating
  Sharp Stick
  N/A
  0
  Common
  Half 
  weapon
  –2
  Dangerous, Imprecise, Undamaging
  CROSSBOW
  Bolt (12)
  5/–
  0
  Common
  As weapon
  –
  Impale
  SLING
  Lead Bullet (12)
  4d
  0
  Common
  –10
  +1
  Pummel
  Pebble
  N/A
  0
  Common
  –10
  –2
  Imprecise, Undamaging
  Stone Bullet (12)
  2d
  0
  Common
  As weapon
  –
  Pummel
  tRaditionaL ammUnition taBLe
  
  VIII
  99
  THE QUARTERMASTER’S STORE
  GUNPOWDER WEAPONS
  Gunpowder, also known as blackpowder, was first 
  introduced by the Dwarfs. Initially, its use was limited 
  to blasting away particularly stubborn rocks encountered 
  by Dwarf miners. It didn’t take long for their engineers 
  to realise gunpowder’s other applications. Naturally, the 
  same material which could send rock shards flying fast 
  enough to injure or kill careless miners had use upon the 
  battlefield, and they employed prototype cannons in war 
  as early as the Battle of the Blackwater in –370 IC.
  These weapons were unwieldy, however, and required a 
  sizable crew to operate. Soon smaller versions appeared 
  in the hands of individual Dwarf soldiers. Though these 
  early devices were relatively simple affairs — little more 
  than a miniature cannon — later versions became more 
  sophisticated.
  From the Dwarfs the technology spread to Humans, 
  though this was a slow process as the Dwarfs guarded 
  their technological secrets jealously. By the year 2000 
  IC, gunpowder weapons began to appear throughout the 
  Old World, mainly via the close relationship between the 
  Dwarfs and the people of the Empire, and from there 
  the secret of black powder escaped into the wider world. 
  Though Dwarf powder remains the best and most reliable 
  available, cruder — yet effective — mixtures are produced 
  and used in far greater quantities by the forces of the 
  Empire and beyond. Despite the limitations and dangers 
  of this new technology, its utility is undeniable.
  Regiments of gunners have become indispensable to 
  militaries across the Old World, and more than one Witch 
  Hunter has claimed that its adoption has negated entirely 
  the need for wizards in the military. Such individuals are 
  typically challenged to a duel to compare the merits of 
  gunpowder and magic, with the time and place chosen by 
  the Celestial College to ensure a convenient rainstorm, 
  and with it a favourable outcome.
  Refined designs
  The first handgun was a simple weapon known as an 
  arquebus. It was a triggerless weapon, requiring a user 
  to manually touch a candle or match to a fuse or open 
  pan of powder. A handful still remain in use among the 
  regiments of the very poorest noble houses, but most 
  experienced soldiers would much sooner carry a warped 
  crossbow into battle.
  Later designs made use of distinct firing mechanisms, 
  and are variously known as matchlock, flintlock, and 
  wheellock weapons. Matchlock weapons introduced the 
  first trigger mechanisms, allowing a lit match to touch 
  a small pan of powder. Though even more susceptible 
  to the weather than later designs, these weapons were 
  nevertheless a huge leap forward, and the first to be 
  adopted en masse in the Empire. Wheellock and flintlock 
  weapons are both quite similar, making use of a spark 
  rather than a lit match or cord to fire. The result is a more 
  reliable weapon, and both negated the need for soldiers to 
  carry a lit match around stores of powder and shot.
  fURtheR innovations
  Engineers love to tinker, and a great many variations 
  of these basic principles exist. Combination weapons 
  typically involve combining a gun and some other melee 
  weapon, such as an axe or polearm. Engineers have 
  created more complicated weapons, many of them self 
  loading, but so far these have proved too impractical or 
  difficult to maintain to see widespread adoption. A few 
  have also experimented with smaller, more concealable 
  weapons, sometimes disguised as canes or built directly 
  into prosthetics. Most engineers, living in a somewhat 
  abstract world of academic pursuit, have failed to realise 
  that such weapons make perfect tools for assassins.
  A handful of engineers have also turned to the past, 
  taking inspiration from earlier, much larger designs such 
  as the arquebus. The result has been various forms of 
  hand mortars, designed to lob explosives or other large 
  items great distances. Somehow, these have proven to be 
  even more dangerous to the user than the already quite 
  hazardous blackpowder weapons in common use.
  
  VIII
  100
  UP IN ARMS
  powdeR and shot
  Black powder is the only form of propellant in common 
  usage, though the Colleges of Magic have experimented 
  with infusing magic into various substances in the hope 
  of creating a more powerful and reliable explosive. Some 
  whisper that the inspiration for this was derived from 
  warpstone tainted powder found in certain tunnels 
  beneath the Middle Mountains, though such rumours are 
  rarely repeated. The Dwarfs manufacture a form of black 
  powder that burns very reliably, and so allows for more 
  consistent and precise shooting.
  Powder is usually stored in a small pouch or horn and 
  is poured down the muzzle of the weapon. Practised 
  soldiers can do this directly and expect to get the correct 
  measure of powder, though most first pour the powder 
  into a measuring device which holds exactly enough for 
  one shot.
  Most shot takes the form of lead balls of various grades 
  and sizes, usually stored in small oiled bags to prevent 
  corrosion that might foul the barrel of a gun. Some 
  weapons have quite tight bores, such as the Hochland 
  Long Rifle, and are designed for accurate fire. Most 
  military blackpowder weapons have bores a good deal 
  wider than the balls of shot they are designed to fire, 
  sacrificing accuracy for more rapid reloading and firing. 
  Hunters prefer rifles, as there is typically time to reload 
  in comfort and rapid firing is less essential than accuracy, 
  especially considering the price of shot and ball. While 
  some do bring rifles to war, their accuracy makes them an 
  extreme danger to officers and others who would rather 
  not be shot at (accurately); carrying a hunting rifle into 
  battle is a sure way to find yourself hanged if captured.
  Loading a BLaCkpowdeR weapon
  Blackpowder weapons in the Empire are all loaded from 
  the muzzle, with the powder, then the ball and a wad of 
  cloth being placed inside the barrel of the weapon. These 
  are then compacted into place with a ramrod designed for 
  the purpose; most blackpowder weapons have a housing 
  to hold this item when not in place. Priming powder, a 
  very fine grained black powder, is then placed on the pan 
  and into a small hole running inside the weapon. This is 
  lit by the match, flint, or other firing mechanism, and in 
  turn ignites the main charge of power that propels the 
  ball forward.
  There are some regional and regimental variations to 
  these practices. Wadding material is used to ensure 
  escaping gasses propel the ball forward with as much 
  force as possible, and materials as varied as cotton, felt or 
  paper are used. Wadding is typically added both before 
  and after the ball to ensure accurate shooting, and some 
  veteran soldiers carry a wadding die to cut consistently 
  sized wads for better accuracy. 
  
  VIII
  101
  THE QUARTERMASTER’S STORE
  GUNPOWDER WEAPONS TABLE
  Weapon
  Price
  Enc
  Availability
  Range
  Damage
  Qualities and Flaws
  BLACKPOWDER*
  (2H) Blunderbuss
  2 GC
  1
  Scarce
  20
  +8
  Dangerous, Reload 2
  (2H) Hochland Long Rifle
  100 
  GC
  3
  Exotic
  100
  +9
  Accurate, Precise, Reload 4
  (2H) Handgun
  4 GC
  2
  Scarce
  50
  +9
  Dangerous, Reload 3
  Pistol
  8 GC
  0
  Rare
  20
  +8
  Pistol, Reload 1
  Matchlock Handgun
  2 GC
  2
  Rare
  50
  +8
  Dangerous, Reload 4
  Matchlock Blunderbuss
  1 GC
  1
  Rare
  20
  +7
  Spread 3, Dangerous, Reload 3
  Arquebus
  5 GC
  3
  Exotic
  40
  +9
  Dangerous, Imprecise, Reload 5
  Double Barrelled Handgun
  7 GC
  3
  Exotic
  50
  +9
  Dangerous, Repeater 2, Reload 4
  Griffonsfoot Pistol
  10 GC
  1
  Exotic
  10
  +7
  Imprecise, Spread 5
  (2H)Gun Axe
  8
  1
  Exotic
  30
  +9
  Imprecise, Dangerous, Reload 4
  (2H)Gun Halberd
  10
  3
  Exotic
  30
  +9
  Imprecise, Dangerous, Reload 4
  ENGINEERING*
  Repeater Handgun
  10 GC
  3
  Rare
  30
  +9
  Dangerous, Reload 5, Repeater 4
  Repeater Pistol
  15 GC
  1
  Rare
  10
  +8
  Dangerous, Pistol, Reload 4, 
  Repeater 4
  Pepperbox
  12 GC
  1
  Rare
  10
  +8
  Dangerous, Pistol, Reload 4, 
  Repeater 4*
  Hand Mortar
  50 GC
  3
  Exotic
  30
  +7
  Dangerous, Imprecise, Reload 2
  Cane Pistol
  15 GC
  1
  Exotic
  10
  +8
  Dangerous, Imprecise, Reload 6
  BLACKPOWDER WEAPONS
  Blunderbuss: An early form of firearm, the Blunderbuss 
  features a wide bore that exchanges accuracy for ease of 
  operation. It is typically loaded with powder, wadding, 
  and many small projectiles to improve the chance of 
  scoring a hit. It may be loaded with either Small Shot 
  and Powder or Scrap and Powder. 
  Hochland Long Rifle: One of the legendary and 
  incredibly precise weapons used by the hunters of 
  Hochland, such rifles are incredibly prized. Often used 
  to target enemy officers, such weapons are considered 
  unsporting by many nobles and enemy soldiers caught 
  with when them are summarily hanged.
  Handgun: A simple two-handed firearm, typically using 
  a wheellock or flintlock design. Thousands of these are 
  employed by the Empire state troops.
  Pistol: A smaller blackpowder weapon designed to be 
  fired with one hand, these are often used in duels or by 
  cavalry soldiers such as Outriders who require one hand 
  to hold the reins of their mount. Wealthy individuals 
  sometimes carry a brace pistols in lieue of reloading.
  Matchlock Handgun: An earlier design of handgun, a 
  few of these relics persist around the Empire, and can 
  often be had quite cheaply. Before use, a user must spend 
  one action to light the fuse on their weapon. A lit fuse 
  will burn for quite a while unless doused by rain or wind.
  
  VIII
  102
  UP IN ARMS
  BLACKPOWDER AMMUNITION
  Ammunition
  Price
  Enc
  Availability
  Range
  Damage
  Qualities and Flaws
  BLACKPOWDER AND ENGINEERING
  Bullet and Powder (12)
  3/3
  0
  Common
  As weapon
  +1
  Impale, Penetrating
  Paper Cartridge (12)
  5/-
  0
  Scarce
  As weapon
  +1
  Impale, Penetrating*
  Aqshy-Infused Powder 
  (12)
  1 GC
  0
  Exotic
  +10
  +2
  Impale, Penetrating
  Precision Shot and Powder
  3/-
  0
  Common
  As weapon
  +1
  Impale, Penetrating, Precise
  Improvised Shot and 
  Powder
  3d
  0
  Common
  Half Weapon
  -
  Small Shot and Powder 
  (12)
  3/3
  0
  Common
  As Weapon
  -
  Spread +3
  Scrap and Powder (12)
  2/-
  0
  Common
  Half Weapon
  -1
  Spread +3, Infected
  Large Bullet and Powder 
  (12)
  1 GC
  0
  Scarce
  As Weapon
  +2
  Impale, Impact, Penetrating
  Bomb
  3 GC
  0
  Rarce
  As Weapon
  +5
  Blast 5, Dangerous, Impact
  Incendiary
  1 GC
  0
  Scarce
  As Weapon
  Special
  Blast 4, Dangerous
  Grapple
  2 GC
  1
  Scarce
  Half Weapon
  +2
  Penetrating, Reload +2
  Matchlock Blunderbuss: An 
  earlier 
  design 
  of 
  Blunderbuss, this weapon has the same drawbacks as the 
  Matchlock Handgun, above.
  Arquebus: Little more than a scaled down cannon, the 
  Arquebus is an ancient design indeed, often eschewing 
  such innovations as sights, a trigger, or even a handle or 
  grip. While early examples fired shot similar to or smaller 
  than that used in modern blackpowder weapons, those 
  surviving into current use in the Empire are typically 
  larger bore weapons kept by nobles seeking to impress 
  visitors. However, the sheer size of these relics renders 
  them useful when the calibre of newer designs leaves 
  something to be desired.
  Double-barrelled Handgun: If one barrel is good, surely 
  two is better? About as complex as a firearm can be while 
  still being used by the common soldier, a double-barrelled 
  handgun has two barrels and two triggers. Though heavy, 
  most come with a device for reloading both barrels at 
  once, allowing the user to fire more frequently.
  Griffonsfoot Pistol: This weapon is best employed 
  against a tight group of enemies. A single trigger 
  discharges all six barrels, and reloading requires six shots 
  and commensurate amount of powder.
  Gun Axe: This weapon is much as one might imagine — 
  a handgun combined with an axe. It may be used as either 
  a Hand Weapon or a Handgun. However, if used as an 
  axe while loaded, any critical fumble will discharge the 
  weapon into the torso of the user.
  Gun Halberd: Employing the same principles as the 
  Gun Axe, this weapon functions both as a halberd and as 
  a handgun, with the firearm’s barrel built into the haft of 
  the Halberd. If used as a halberd while loaded, any critical 
  fumble will discharge the weapon into anyone unlucky 
  enough to be standing directly behind the user.
  
  VIII
  103
  THE QUARTERMASTER’S STORE
  ENGINEERING WEAPONS
  Repeater Handgun: A Repeater Handgun uses a cunning 
  method, often involving clockwork or other intricate 
  mechanisms, to place fresh ammunition into a position 
  to fire each time the weapon is discharged. Rarely are two 
  such weapons identical, though rotating mechanisms are 
  a common feature.
  Repeater Pistol: Even more challenging to create than 
  a Repeater Handgun due to their smaller size, Repeater 
  Pistols otherwise share much in common with their 
  larger cousins. Clockwork mechanisms are common, as 
  are rotating chambers filled with ammunition. Minute 
  adjustments are required constantly, and in the hands of an 
  untrained user such weapons often misfire spectacularly.
  Pepperbox: A simpler form of a Repeater Pistol, a 
  Pepperbox is an arrangement of four preloaded barrels 
  placed in front of a single firing mechanism. Each time 
  the weapon is discharged, it must be rotated, cranked, 
  or otherwise manually prepared to fire again. This takes 
  very little time compared to reloading the weapon, but it 
  does mean that the user must have a second hand free to 
  operate it or it loses its Repeater trait.
  Hand Mortar: Looking like a short, squat Blunderbuss, 
  the Hand Mortar is a scaled down mortar designed to 
  lob bombs and other large items in a desired direction. 
  It is quite dangerous to use, as loading a little too much 
  powder, or mistiming the fuse on a loaded bomb, will see 
  the weapon explode quite spectacularly. Any fumble while 
  reloading the weapon causes it to explode. However, the 
  device does open up many opportunities for those willing 
  to risk its use.
  Cane Pistol: A small-bore pistol concealed in a walking 
  stick or cane, this weapon is somewhat impractical, but 
  very hard to spot. Those looking for concealed weapons 
  must pass a Hard (-20) Perception Test to identify this 
  as a weapon, or a Very Hard (-30) Perception Test if they 
  are unfamiliar with blackpowder weapons.
  BLACKPOWDER 
  AMMUNITION
  Bullet and Powder: Fired from most Pistols, Handguns 
  and their variants, bullets come in a small oiled sack and 
  are typically sold with enough powder to fire them under 
  normal circumstances.
  Paper Cartridge: These are pre prepared packages of shot, 
  powder, and wadding, making reloading blackpowder 
  weapons far easier. Tests made to reload a suitable weapon 
  with this ammunition benefit from a +10 bonus.
  Aqshy-Infused Powder: For the very brave or foolish, 
  this powder is created from sand from the Nehekeran 
  desert, infused with additional Aqshy by means known 
  only to the Bright College in Altdorf. It is more explosive 
  than normal powder but does wear down barrels far more 
  quickly than its mundane counterpart. Any failed Test 
  that includes either an 8 or 9 on either the 10s or units 
  die counts as a Fumble when using this powder.
  Precision Shot and Powder: Expertly prepared powder 
  and carefully smoothed and rounded bullets can be 
  combined to allow for more reliable, precise shots with 
  any suitable Blackpowder weapon.
  Improvised Shot and Powder: A smidge of powder, 
  possibly damp, and whatever stone looks like it might fit 
  down the barrel of a gun. The cost is for the powder only 
  — you are expected to find your own stone.
  
  VIII
  104
  UP IN ARMS
  Small Shot and Powder: Often used for hunting birds 
  and other small, fast moving creatures, Small Shot is far 
  smaller than the barrels of most weapons, and the user is 
  expected to use a dozen or so for each load.
  Scrap and Powder: Scrap is a catch-all term for old 
  roofing nails, used horseshoe fragments, arrow heads, and 
  other bits of sharp and pointy material scavenged from 
  whatever pile or rust or slag can be found. Attacks made 
  using this shot benefit from the Infected Creature Trait 
  (WFRP, page 340).
  Large Bullet and Powder: Technically a small cannonball, 
  these shots are loaded into large bore weapons such as an 
  Arquebus or Hand Mortar. Those firing such a device, 
  or standing within 2 yards of the user, must make a 
  Challenging (+0) Endurance Test or gain a Deafened 
  Condition.
  Bombs & Incendiary Ammunition: Often thrown, there 
  have been many attempts to fling devices loaded with 
  blackpowder, pitch, or tar further than can be achieved by 
  hand. Such devices may be loaded into a Hand Mortar, 
  and launched quite far indeed. 
  Such ammunition cannot be loaded very far in advance, 
  as the ammunition’s fuse must be lit before it can be 
  loaded into the Hand Mortar. When loading, you must 
  decide how many turns worth of fuse you have used for 
  the ammunition. 
  One turn’s worth of fuse means that it will explode at the 
  end of the current turn, two turns worth means it goes off 
  at the end of your next turn, and so on. The ammunition 
  goes off at that time, regardless of whether you have fired 
  the weapon or not. You should keep track of this, as the 
  GM is not required to remind you until the moment has 
  arrived.
  Grapple: Proposed for the Imperial Navy for use in 
  boarding actions or to foul the enemy’s enemies rigging, 
  Grapples consist of a heavily wadded hook designed 
  to be fired from a Hand Mortar only, along with 20 or 
  so yards of rope. This may be used to attach a rope to a 
  distant point, or snare an escaping enemy, in which case 
  it inflicts one Entangled Condition on a successful hit. 
  Those considering using this device to make a stealthy 
  entry should be reminded that it is extremely loud when 
  fired.
  
  IX
  105
  The thunderous roar of a cavalry charge, the distant 
  twang of a mounted archer’s bowstring, or the unexpected 
  report of a pistolier’s firearm — mounted warriors play an 
  important role in many of the armies of the Old World 
  and beyond. While the life of an adventurer may make 
  maintaining a mount difficult, it is often worth the effort. 
  Though expensive, intimidating, trickey to coax over 
  mountains, and impossible to drag down into echoing 
  caverns, a single powerful charge can send lesser foes 
  scattering, making it all worthwhile.
  Every general knows that cavalry are a fearsome foe. 
  A mounted soldier is mobile, fights from an elevated 
  position, and brings the weight and sheer presence of 
  their steed to battle. Off the battlefield, mounts can be 
  of great utility as well, crossing many miles more than 
  footsloggers can manage, and carrying a greater burden 
  of baggages. Though rightly vaunted, the riverways of the 
  Empire do not reach many of its settlements. ‘A good 
  mount melts the miles’, as they say in Ostermark.
  animaL CaRe
  In the Old World, almost everyone has some knowledge 
  of horses. Ride is a Basic Skill, so even Characters with 
  no Advances in Ride can mount a horse and point it in 
  the right direction.
  Maintaining saddle and tack, foddering and grooming, 
  and dressing a horse for work or battle, however, require 
  the Animal Care Skill. Even a single Advance is enough 
  to take care of a mount’s basic needs. However, if the GM 
  rules that circumstances are particularly onerous, such as 
  on a long military campaign or far from easy access to 
  good grazing, an Average (+20) or even Challenging 
  (+0) Animal Care Test may be required each day.
  Most professional armies make use of grooms, farriers, 
  and squires to maintain their mounts, and a single 
  person can easily care for a half dozen animals in adverse 
  conditions, or a dozen if they have a well-stocked stable 
  to hand. For each day any required care is neglected, a 
  mount must make a Challenging (+0) Toughness Test. 
  Failure indicates something has gone wrong — the mount 
  may simply gain a Fatigued Condition for the first failure, 
  but over time more significant problems develop. Disease 
  outbreaks are common, as are damaged horseshoes and 
  infestations of parasites, either of which may be passed 
  on to their riders. Of course, the beast may also choose to 
  simply escape such treatment.
  EXPANDED MOUNTED 
  COMBAT RULES
  The rules for Mounted Combat can be found on WFRP 
  page 163. The rules in this section are in addition to 
  those and may suit an adventure or party where mounted 
  combat makes a frequent appearance.
  what CoUnts as a moUnt?
  A mount is an animal which has at least the Trained 
  (Mount) Trait. Some intelligent creatures without this 
  trait may allow themselves to be used as mounts, but they 
  might have a hard time understanding where their rider 
  wishes them to go.
  Movement and Initiative
  A mount possesses both a Move and an Action. Any rider 
  may spend their Move to direct their mount’s movement. 
  For simplicity’s sake, you can consider them to have the 
  Movement Attribute of their mount while mounted. A 
  rider may spend an Action to direct a mount’s Action. 
  MOUNTED
  COMBAT
  •
  •
  
  IX
  106
  UP IN ARMS
  THE SKITTISH TRAIT
  This may require a Test if the mount is untrained. 
  Examples include spurring their mount onwards to 
  have it take the Running action. A character with the 
  Roughrider talent may direct a mount’s Action without 
  making a Test or taking an Action. 
  Attacking and Defending
  Any melee attack from a rider on a target smaller than 
  their mount gains a bonus of +20 to hit.
  When rolling to hit a mounted character, you can choose 
  whether to hit the rider or the mount. In melee, you 
  suffer a penalty of –10 to your Melee Test if you target the 
  rider of a mount larger than you are. You may ignore this 
  penalty if you are on a similarly sized mount of your own, 
  or if your weapon has a reach of Long or more.
  When charging, you may use the Strength and Size 
  rules of your mount for the purposes of calculating the 
  Damage of your Melee attacks. When riding, you suffer 
  a penalty of –20 to the Dodge Skill unless you have the 
  Trick Riding Talent.
  When riding a mount, you may only shoot a ranged 
  weapon to the front if using a two-handed ranged 
  weapon, or to the front or the side in which the weapon 
  is held if using a one-handed ranged weapon. The Trick 
  Riding Talent allows riders to ignore these restrictions, 
  shooting in any direction they like.
  Mount Actions
  A mount trained for war that does not have the Skittish 
  Trait (see WFRP, page 342) counts as another combatant, 
  and may use its own Action to attack engaged targets. 
  Mounts without the Trained (War) Trait are far too 
  preoccupied with the business of following their rider’s 
  orders to do much else without specific direction.
  Who gets to decide where a mount directs their attacks 
  depends on what Creature Traits the mount possesses. 
  The GM ought to err on the side of generosity when 
  deciding on where a Character’s mount directs their 
  attacks, but accidents do happen.
  Skittish Trait
  No Skittish Trait
  Trained 
  (War) 
  Trait
  Attacks enemies as the 
  rider sees fit, ignores 
  Skittish for loud noises.
  Attacks enemies 
  as the rider sees 
  fit.
  No 
  Trained 
  (War) 
  Trait
  Attacks enemies as the 
  GM sees fit and tends 
  not to attack enemies 
  unless attacked first.
  Attacks enemies 
  as the GM sees 
  fit.
  Mounts and Advantage
  If a mount does not have the Trained (War) Trait it 
  cannot benefit from Advantage.
  If a mount has the Trained (War) Trait and the rider has at 
  least one Advance in the appropriate Ride Skill, combine 
  their Advantage pools. If either the rider or mount suffer 
  any misfortune, such as being wounded, that would result 
  in losing their Advantage, the Advantage pool is reduced 
  by half instead.
  Fear and Terror
  While many mounts enjoy the ability to inflict Fear or 
  Terror due to their size, most are just as susceptible to 
  these effects. If a Mount gains any Broken Conditions 
  (WFRP, page 168), they behave as expected, fleeing 
  from enemies at speed. During their own turn, a rider 
  may make a Challenging (+0) Ride Test to calm their 
  mount. A success removes one Broken Condition from 
  their mount, and one more Broken Condition for each 
  +SL achieved. As for any other creature, a mount with 
  a Broken Condition makes a Cool Test on their turn to 
  attempt to remove the Condition. For more on mounts 
  and Conditions, see My Province for a Horse! below.
  tRaining
  A mount is a significant investment, and many are those 
  who have been sold an ill-tempered beast unsuited for 
  the task at hand. A Challenging (+0) Animal Training 
  Test will inform you as to exactly what training an animal 
  has received, and therefore what Trained Traits it has, or 
  the lack thereof. The difficulty of this Test may increase if 
  the mount has been drugged in some way, or is otherwise 
  being influenced. 
  
  IX
  107
  MOUNTED COMBAT
  Those with this Skill may use the Animal Training 
  Endeavour to teach a mount new Skills, granting it new 
  Trained Traits.
  The Trained Trait defines what skills a creature has been 
  taught. As mentioned previously, most mounts require 
  Trained (Mount) at a minimum, but the following Traits 
  may be of benefit.
  Trained (War)
  Mounts trained for war gain +10 WS, and additionally 
  may ignore the Skittish Trait for loud noises. This 
  includes the din of battle or the crack of gunfire. Note 
  that a Skittish mount without this Trait does not generally 
  become Broken due to simply being shouted at by a lone 
  thug. If the mount is to be ridden in combat with more 
  than a few other cavalry riders, Trained (War) is all but 
  essential.
  Trained (Magic)
  The mount is used to the unnatural ways of magic and 
  may ignore the Skittish Trait for magic.
  New Trait: Trained (Shock Cavalry)
  This Trait may only be taken by an animal that already has 
  the Trained (War) Trait. Most cavalry, even those trained 
  to cope with the rigours of war, will not charge into the 
  midst of a well-armed enemy in good order. Mounts with 
  this Trait have been specially trained to ignore the peril 
  and dash directly into massed enemies.
  When making a Charge, riders of mounts with this Trait 
  may move through smaller creatures to reach their target. 
  Each creature the mount tramples in this way must make 
  a Challenging (+0) Dodge Test or suffer 4 + the mount’s 
  Strength Bonus Damage. 
  Each creature that suffers damage in this way reduces 
  the mount’s remaining Movement by 2 yards. Creatures 
  of the mount’s size or larger stop the mount’s progress. 
  In either case, once the mount’s Charge has ended, 
  any enemy creature within melee range now counts as 
  Engaged as normal, and the Charge is resolved as though 
  one of those creatures was the target.
  Smaller creatures ridden over in this way may choose 
  to forgo their opportunity to dodge and instead make 
  a single attack with a weapon they are holding against 
  the mount or its rider if they have not already acted that 
  Round. Unless this attack kills or disables the mount, the 
  Charge continues.
  attaCks on qUadRUpeds
  Should you require it, you may use the following table to 
  determine hit locations on a four-legged animal:
  ATTACKS ON QUADRUPEDS
  Roll
  Location
  01–16
  Head
  17–56
  Body
  57–67
  Front Left Leg
  68–78
  Front Right Leg
  79–89
  Back Left Leg
  90–00
  Back Right Leg
  
  IX
  108
  UP IN ARMS
  MY PROVINCE 
  FOR A HORSE!
  Many are the Knights who found themselves unhorsed 
  and forced to muck about in the mud with the common 
  soldiery. Given the advantages a mounted foe enjoys, it 
  can be beneficial indeed to remove the steed from the 
  equation. This may be done in the following ways.
  faLLing fRom a moUnt
  In most cases, falling from a mount is treated as a 2-yard 
  fall (WFRP, page 166), inflicting 1d10+6 Damage, 
  reduced by the rider’s Toughness Bonus, though not by 
  Armour Points. If the mount’s size is Large or greater, 
  increase the height fallen by 1 yard for each size step.
  The GM may allow the mount to make an Average (+20) 
  Initiative Test to notice that their rider has fallen. What 
  the creature does is up to the GM and should depend on 
  the situation. Generally they will come to a stop a few 
  minutes later — sooner if they spot a nice bit of grazing.
  Conditions While Mounted
  There are several considerations when dealing with 
  Conditions while a Character is mounted, both for the 
  rider and their mount.
  Death, Unconsciousness and Prone
  Killing your foe or their horse is one sure way to sever 
  their relationship. Riders who are dead or suffer from an 
  Unconscious or Prone Condition automatically fall from 
  their mount unless using special equipment to prevent 
  this. Equally, if a Mount becomes Unconscious, Prone, or 
  dies, their rider is immediately thrown off and falls.
  Surprise and Stun
  Riders who become Surprised must make an Easy (+40) 
  Ride Test or fall from their mount. Riders who become 
  Stunned must make a Challenging (+0) Ride Test or fall. 
  Riders of mounts who become Surprised must make an 
  Easy (+40) Ride Test to stay in the saddle, though only if 
  their mount has the Skittish Trait.
  Entangled
  Becoming Entangled while riding a Mount has no special 
  effect. However, if you are being restrained by an item 
  which is anchored or which someone else is holding 
  such as a lasso or whip, you may make a Challenging 
  (+0) Ride Test. If you pass, you manage to grip on tightly 
  to your mount. You may resolve the Opposed Strength 
  Test as though your size was the same as your mount’s 
  (see WFRP, page 341 for the effects of this, but bigger is 
  better when it comes to Opposing Strength Tests.)
  If your mount becomes Entangled but you do not, they 
  Oppose this as normal. However, if they are Skittish, you 
  must make a Challenging (+0) Ride Test or be thrown 
  off during their wild struggle.
  EXOTIC MOUNTS
  While horses are by far the most encountered mount, at 
  least in the Old World, there are exceptions. Ogres ride 
  Rhinox (see Archives of the Empire II, page 34), and 
  even magnificent Dragons were said to be used as mounts 
  by elite High Elf regiments. Within the Empire the most 
  common and coveted exotic mount is the Demigryph. 
  These beasts roam the deep forests of the Empire, and 
  though they lack the flight of a true griffon, they are far 
  more dangerous mounts than even the largest destrier. 
  Those who ride them are known as Demigryph Knights.
  demigRyph knights
  A Demigryph Knight is the epitome of Knightly Valour. 
  Only the greatest knights of the Empire’s foremost orders 
  stand a chance of taming such a beast, and many lose life 
  or limb in the attempt. Even those that succeed typically 
  return scarred by the experience, but these scars are 
  worn as marks of the greatest pride. A Demigryph is the 
  finest mount a knight could hope to ride into battle, and 
  deploying a sizable detachment of such knights is such a 
  show of force that battles have ended in surrender before 
  a single talon has had the chance to draw blood.
  Those Knights that do achieve the feat of taming such 
  a beast are respected by all, and those knightly orders 
  that have historically fielded such knights are afforded an 
  
  IX
  109
  MOUNTED COMBAT
  additional measure of respect by their comrades in other 
  orders. From time to time, whole companies of these 
  warriors and their mounts are assembled for the Empire’s 
  many Knightly Orders. This is usually at the behest of 
  the Emperor in times of great need, and as such even the 
  Demigryph Knights of orders with historic rivalries have 
  a bond of kinship and shared experience.
  Acquiring a Demigrpyh
  While even the finest horse may be had for a price, there 
  are few recorded examples of a Demigryph being sold. 
  The creatures are no common animal, and do not take 
  well to any save those who first broke them. More than 
  one who would attempt to purchase the honour of riding 
  such a creature has fallen foul of their intended mount’s 
  talons, and the practice has never caught on. Demigryphs 
  are found in the deep forests of the Empire, especially 
  the Reikwald, and must be faced down and broken by a 
  prospective rider. This is very often fatal, as Demigryphs 
  are fierce fighters. However, they also possess a sense of 
  honour that is brutal even by the measure of the best 
  Imperial soldiery.
  If they can be mounted and a rider stays atop a Demigryph 
  for a day and a night, despite the beast’s very best attempts 
  to toss them off and rip them to shreds, the beast relents. 
  These Demigryphs gain the Trained (Broken) Trait, 
  though will only permit the one who broke them to ride 
  them. Most Demigryphs are quick learners, if stubborn. 
  Trained adult Demigryphs also have the traits Trained 
  (Mount, War, Magic, and Shock Cavalry).
  Because of the difficulty involved in breaking them, there 
  are relatively few Demigryph Knights in the Empire. 
  Even the Knights Griffon still rely primarily on more 
  conventional steeds. There are a few small Orders, such 
  as the Knights of Taal’s Fury and the Knights of the 
  Vengeful Sun, whose entire brotherhoods can take to war 
  upon these monstrous beasts.
  Feed the Beast
  Demigryphs cannot be fed on grass and grain. They 
  require meat, and the fresher the better, and are expensive 
  to maintain. Demigryphs denied the opportunity to hunt 
  their own game quickly become bored, and those who 
  prefer their stablehands in one piece make it a point to 
  allow them the opportunity to do so at least once a month.
  Demigryphs require 2 Gold Crowns worth of fresh 
  meat each week. Additionally, their saddle and tack is so 
  rarely required that it must be custom made, and so costs 
  double what a horse would require. However, the beast’s 
  fury and presence more than makes up for this exorbitant 
  cost, and those Knightly Orders lucky enough to count 
  a Demigryph Knight among their number pay the costs 
  without much complaint.
  Breeding
  Though it may be possible to raise a Demigryph from 
  an egg, as has been done with Griffons, it is far more 
  difficult to retrieve a Demigrpyh egg as the parents never 
  stray far from the nest, and those eggs retrieved have 
  failed to hatch. Additionally, Demigryphs do not breed in 
  captivity, despite the best efforts of experts in the Kreatur 
  Hürde, as Altdorf ’s Demigryph pens are known. Indeed, 
  it is difficult even to determine the sex of a Demigryph, 
  and more than one overly curious individual has lost a 
  limb in the attempt. Thus, all current Demigryph mounts 
  in the Empire have been caught by their rider. No doubt 
  wealthy individuals without the martial fortitude to 
  claim their own would pay handsomely for a viable egg, 
  however.
  Demigryph Mount
  The Demigryph detailed on WFRP page 318 is an 
  immature example of its kind. A creature that has spent 
  some time as the mount and experienced the realities of 
  war has the following profile.
  DEMIGRYPH MOUNT
  M
  WS BS
  S
  T
  I
  Ag
  Dex
  Int
  WP
  Fel
  W
  7
  55
  –
  55
  45
  40
  55
  –
  15
  45
  15
  34
  Traits: Armour (Rear Legs) 1, (Head, Body, and 
  Forelegs) 3, Belligerent, Bestial, Night Vision, Size 
  (Large), Stride, Trained (Broken, Mount, Shock 
  Cavalry, War)
  Combat Traits: Bite +9, Weapon (Talons) +9
  Trappings: Barding (2 AP to Body, Head, Forelegs)
  
  X
  110
  HIRE ‘EM AND FIRE ‘EM 
  •
  •
  Adventurers travel far and wide, and often find themselves 
  in unfamiliar territory. Perhaps the locals refuse to speak 
  to a stranger who does not include a prayer to Taal in 
  every sentence. Perhaps they must traverse a dense forest 
  or mountain range but lack the experience to do so. There 
  is almost always someone they can turn to for help with 
  the local people and geography, for a price. 
  FILLING IN THE GAPS
  Such a guide could be an experienced ranger who knows 
  the dangers and secret paths of the mountains, or they 
  could be a city-born smooth-talker who knows where the 
  best ale is brewed, or who to talk to regarding a kidnapped 
  noble’s son without landing the party in trouble with 
  the city watch — or even more dangerous folk. These 
  hirelings are invaluable when the party is new to the area 
  and needs to work out where to go, who to talk to, and 
  what to avoid.
  hiRed goons
  Adventurers often find themselves in over their heads. 
  The pack of Beastmen they hunted turns out to be a whole 
  herd, or a chance discovery makes an enemy of a fearsome 
  cult of killers. At times like these, the hired mercenary is 
  a lifesaver. Even if the party already possesses a skilled 
  warrior or two, the addition of another swordarm can 
  greatly increase everyone’s tactical options, as well as their 
  overall chances of survival. 
  A party of adventurers with a veteran soldier or two at 
  their side can take on terrible threats and reap greater 
  rewards. They can sleep soundly at night knowing that a 
  hired bodyguard remains alert for threats.
  Swords for hire can be found almost anywhere in the 
  Old World. From lethal army veterans who can’t get 
  used to retirement, to back-alley thugs who simply enjoy 
  cracking skulls for coin, there is always someone willing 
  to exchange violence for money. Hired muscle is readily 
  available and, depending on the standards one is willing 
  to accept, quite affordable. A street thug might be happy 
  with a silver shilling or two per day to watch the group’s 
  back and rough up anyone meaning them harm, whereas 
  a respected squad of experienced Tilean mercenaries 
  could easily demand several gold crowns a week for 
  their protection, which can often be fearsome enough to 
  make even a Skaven assassin reconsider (or at least find 
  someone to blame for their failure).
  The cynical adventurer is also aware that having someone 
  else targeted by an eldritch blast of unholy magic is much 
  more agreeable than being the target themselves. There is, 
  alas, very little in the way of oversight and regulation of 
  adventuring groups with a suspiciously high turnover in 
  hired muscle.
  hiRed BRains
  Adventurers are often called many things, but they are 
  rarely acknowledged as smart. There’s nothing clever about 
  wandering off into dark places and risking terrible death. 
  When faced with mysteries of a cerebral nature, many 
  otherwise talented adventurers are at a loss. Fortunately, 
  the Empire has many fine minds looking for work.
  Hiring someone with specialised knowledge is generally 
  much more expensive than hiring someone for general 
  labour. Becoming a learned scholar is an expensive 
  undertaking, which gives those who graduate a very acute 
  sense of their own value, and they charge appropriately 
  high fees for their services. 
  
  X
  111
  HIRE ‘EM — FIRE ‘EM
  Legal professionals, for example, charge what most 
  adventurers would consider vast amounts of gold for 
  anything more complicated than drafting a simple legal 
  document, with professional translators and historians 
  demanding not much less. Graduates of the Colleges of 
  Magic are a frivolity affordable only for the aristocracy.
  A more economical, although also less reliable, alternative 
  is to hire a student. The universities of the Empire charge 
  a great deal of money, and many students jump at the 
  chance of help to pay their debts. The Colleges of Magic 
  even encourage students to engage in ‘freelance’ work 
  (closely monitored in case they fall prey to temptation, of 
  course) to develop a better understanding of their skills 
  and abilities. They are considerably less knowledgeable 
  than their teachers or graduates, but very often they know 
  enough to help the adventurers who hire them. When an 
  apprentice wizard solves a magical cipher that protected 
  a priceless treasure hoard, it matters not to the employer 
  if their pronunciation of the ancient glyphs was a bit off.
  foRtUnateLy, yoUR
  RepUtation pReCedes yoU
  Religious fervour is a cornerstone of life in the Empire. 
  The fearful and faithful alike flock to alleged prophets 
  and merchants of doom, answering calls to take up arms 
  and drive this or that evil from their communities. New 
  omens, heroes, and villains are declared every day.
  If the party has been particularly successful in persecuting 
  the forces of darkness, it is very possible that some of the 
  common folk see them as favoured by Sigmar or the other 
  gods and swear fealty or service to them. This can be a 
  very useful source of help; the zealous are often already 
  inured to many of the horrors the adventurers must face, 
  and their faith can be a powerful beacon for the group in 
  dire situations. 
  More frugal adventurers might also note that fanatics are 
  used to enduring hardship for little or no monetary gain. 
  This makes them very cheap hired help, but are inclined 
  to keep it to themselves lest said help denounce their 
  faithless penny-pinching and turn on the party.
  disadvantages
  While hirelings are obviously extremely useful to any 
  adventuring party, relying on hired help has its drawbacks. 
  Aside from the fact that a rich group who pays hirelings 
  to do all the work quickly becomes a poor group with a 
  reputation for stealing the hard-won glory of the hirelings 
  that took care of business, there are several pertinent 
  disadvantages to be aware of.
  We Can Afford It, but Can We Afford It?
  Whether a hireling is carrying a noble’s spare clothing 
  or a mercenary warrior, the majority are doing so for one 
  reason: payment. Even the lowest servant requires a few 
  shillings a week to feed and clothe themselves and hiring 
  particularly skilled people can cost several gold crowns or 
  more a week. 
  If their wages are delayed or less than agreed, whether 
  by unfortunate setback or deliberate penny-pinching, 
  they are well within their rights to leave and find more 
  reliable employers. If they feel particularly slighted by 
  their employer’s inability to pay on time, many servants 
  feel justified in absconding with valuable items as 
  compensation! It is therefore essential before hiring to 
  ensure that the long-term costs can be covered.
  
  112
  For many adventurers, particularly those just starting 
  out or who do not count a noble scion or wealthy trader 
  among their number, this can make hirelings far too 
  expensive an investment. In order to afford the services of 
  a hireling for more than a week or two, such unfortunates 
  must work hard or get a lucky break to amass enough coin 
  or goods to barter. A sudden setback, such as paying for 
  a physician to save the life of a party member, could wipe 
  out the savings of new adventurers.
  ‘Free to those who can afford it. 
  Very expensive for those who can’t!’
  — Vyvian Weisschnell, Second Cousin to Baron 
  Lundgren of Schlügelborscht, on hired help
  LiaBiLity and ResponsiBiLity
  Employing a hireling is like any contract: the hireling 
  agrees to do a particular task, and the employer agrees 
  to pay them a certain amount for it, until the task is 
  complete, the contract expires, or any number of possible 
  circumstances are reached. This is seen as just and fair, 
  and the foundation of good business across the Empire. 
  But there is never a shortage of con artists and lowlifes 
  attempting to find contractual loopholes to swindle 
  the other party. Is there someone who can vouch for a 
  hireling’s skills and character? Does the hireling have 
  reason to doubt the party’s promises of payment? A 
  group of adventurers that does not honour their contracts 
  quickly finds that hirelings demand payment in advance, 
  if they agree to employment at all, and such a poor 
  reputation will travel quickly through the business world, 
  as merchants raise prices or demand collateral for the risk 
  of doing business with such nefarious folk. Employees, 
  rightly or wrongly, are often seen as an extension of the 
  employer. What a hireling does, whether they are currently 
  ‘on the job’, they do in the party’s name. If a hireling 
  spends their free time carousing and getting thrown out 
  of pubs, or accusing the village priest of cheating at dice, 
  for example, it will be the party employing them that 
  must deal with the consequences.
  Unfortunately, Your Reputation Precedes You
  Hirelings are people too. They have beliefs, motives, and 
  lines they won’t cross. This can present a problem for 
  adventurers with any sort of reputation. If the party’s 
  reputation is tarnished, there may be few people willing 
  to work for them at all. In such cases the adventurers may 
  find that the only help they can hire has a reputation as 
  bad, or even worse, than theirs! Would you really trust 
  Hrolf the Norscan Strangler to keep watch over you and 
  your comrades while you sleep?
  A good reputation comes with its own drawbacks. The 
  party is more likely to attract decent, Sigmar-fearing 
  folk, but what if the party must infiltrate a cult of the 
  Dark Gods? A fanatical hireling would abhor the notion, 
  while some would run straight for the local priest or 
  witch hunter and have them all burned as heretics. 
  In the Empire, very few bother with the distinction 
  between pretending at heresy for a long-term noble 
  cause and being a genuine heretic. Worse yet, heroism 
  attracts enemies that hide in plain sight. What if the 
  new porter the party just hired is part of a cult the group 
  has antagonised? They may appear loyal and helpful on 
  the surface for weeks or months, all the while gathering 
  information on the party’s weaknesses and movements to 
  report back to their masters, manipulating evidence to set 
  them up for a terrible crime, or simply waiting for the 
  perfect moment to slit the party’s throats as they sleep…
  
  X
  113
  HIRE ‘EM — FIRE ‘EM
  LOCAL SCOUT — SILVER 1
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  31
  41
  31
  41
  46
  46
  31
  36
  31
  31
  14
  Traits: Armour 2, Ranged (Bow) +6 (50), Weapon 
  (Dagger) +5, Weapon (Sword) +7
  Skills: Animal Care 41, Athletics 51, Charm 36, 
  Charm Animal 41, Climb 41, Cool 34, Endurance 51, 
  Evaluate 39, Gossip 41, Haggle 34, Lore (Local) 46, 
  Melee (Basic) 46, Navigation 41, Outdoor Survival 46, 
  Perception 56, Ranged (Bow) 46, Ride (Horse) 51, 
  Stealth (Rural) 51, Track 51
  Talents: Doomed, Lightning Reflexes, Nose for 
  Trouble, Orientation, Rover, Savvy, Sharp
  Trappings: Cloak, Clothing, Dagger, Sword, Bow and 
  10 Arrows, Mail Shirt, Map, Pouch, Riding Horse with 
  Saddle and Tack, Saddlebags with 2 weeks’ Rations, 
  Sling Bag containing Tinderbox and Blanket
  SEASONED MERCENARY — SILVER 3
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  46
  41
  36
  41
  36
  31
  31
  31
  41
  36
  15
  Traits: Armour 3, Ranged (Crossbow) +9 (60), Weapon 
  (Dagger) +5, Weapon (Sword) +7
  Skills: Athletics 41, Charm 41, Climb 46, Consume 
  Alcohol 46, Cool 54, Dodge 41, Endurance 51, 
  Evaluate 34, Gamble 36, Gossip 41, Haggle 39, 
  Language (Battle) 41, Leadership 41, Melee (Basic 61, 
  Polearm 51), Play (Drum) 41, Ranged (Crossbow) 46, 
  Outdoor Survival 36
  Talents: Doomed, Drilled, Marksman, Very Strong, 
  Sharp, Suave, Warrior Born
  Trappings: Clothing, Sword, Dagger, Pouch, Uniform, 
  Breastplate, Helmet, either a Halberd or a Crossbow 
  and 10 Bolts 
  HIRELING PROFILES
   
  Use these rules to flesh out a hireling NPC.
   
  0
  Pick a profile relating to the sort of Hireling you are 
  dealing with. 
   
  0
  Roll once on the Hireling Template table to see if 
  a template should be applied to the Hireling. If so, 
  apply it.
   
  0
  Roll once on the Physical Quirks table.
   
  0
  Roll once on the Work Ethic table.
   
  0
  Roll once on the Personality Quirks table.
  This process helps demonstrate that Hirelings are not 
  simple tools to be employed without complication, but 
  individuals with their own stories and habits. 
  Consider 
  the 
  circumstances 
  through 
  which 
  the 
  adventurers hired the Hireling and adjust the results 
  as appropriate. A Lawyer approached in their office is 
  unlikely to run off with their potential employers’ money, 
  but may be a con artist in other ways. The Characters may 
  be able to hunt down a reliable Hireling through asking 
  round about their skills and reputation. If the GM feels 
  the Characters have suitably vetted their candidates, then 
  some or all of the random elements might be removed 
  from the process.
  
  X
  114
  UP IN ARMS
  LAWYER — SILVER 3
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  31
  31
  31
  36
  41
  31
  41
  46
  36
  36
  12
  Traits: Weapon (Dagger) +5
  Skills: Bribery 41, Charm 46, Consume Alcohol 
  46, Cool 39, Endurance 46, Evaluate 51, Gossip 46, 
  Haggle 49, Intuition 46, Melee (Basic) 34, Language 
  (Classical 56, Guilder 51), Lore (Law 56, Theology 56), 
  Perception 51, Research 56, Secret Signs 49
  Talents: Blather, Coolheaded, Doomed, Read/Write, 
  Savvy, Suave
  Trappings: Book (Law), Clothing, Court Robes, 
  Dagger, Guild License, Magnifying Glass, Pouch, Sling 
  Bag containing Writing Kit and 5 Pieces of Parchment
  SCRIBE — SILVER 2
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel W
  4
  31
  31
  31
  41
  31
  31
  36
  46
  41
  36
  15
  Traits: Weapon (Dagger) +5
  Skills: Animal Care 51, Art (Writing) 41, Charm 41, 
  Consume Alcohol 51, Cool 44, Entertain (Storytelling) 
  46, Evaluate 49, Gamble 56, Gossip 46, Haggle 49, 
  Intuition 36, Language (GM’s Choice 51, Classical 
  56), Lore (History 56, Law 51), Melee (Basic) 36, 
  Perception 36, Research 56, Trade (Scribe) 41
  Talents: Artistic, Bookish, Carouser, Doomed, Read/
  Write, Savvy, Suave
  Trappings: Book, Clothing, Dagger, Pouch, Sling Bag 
  containing Writing Kit and 5 Pieces of Parchment
  PORTER — SILVER 1
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel W
  4
  41 31 41 46 41 31 31 31 31 36 15
  Traits: Armour 1, Weapon (Sword) +8
  Skills: Athletics 41, Bribery 41, Charm 41, Climb 51, 
  Consume Alcohol 56, Cool 34, Dodge 41, Endurance 
  56, Entertain (Storytelling) 36, Evaluate 34, Gamble 36, 
  Gossip 46, Haggle 39, Intimidate 46, Melee (Basic) 56, 
  Perception 46, Stealth 36, Swim 51
  Talents: Doomed, Strong Back, Sturdy, Suave, 
  Tenacious, Very Resilient, Very Strong
  Trappings: Sword, Leather Gloves, Guild License, 
  Leather Jerkin, Pipe and Tobacco, Porter’s Cap. Cloak, 
  Clothing, Dagger, Pouch, Sling Bag containing a Flask 
  of Spirits
  DOKTOR — SILVER 5
  M WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  W
  4
  31
  31
  31
  31
  31
  36
  41
  41
  46
  36
  13
  Traits: Weapon (Dagger) +5
  Skills: Bribery 46, Charm 46, Cool 59, Drive 46, 
  Endurance 41, Evaluate 44, Gossip 46, Haggle 44, 
  Heal 51, Language (Guilder) 46, Lore (Anatomy 46, 
  Medicine 46), Melee (Basic) 36, Perception 41, Sleight 
  of Hand 51, Trade (Barber) 46
  Talents: Doomed, Field Dressing, Read/Write, 
  Resistance (Disease), Savvy, Suave, Surgery
  Trappings: Bandages, Book (Medicine), Clothing, 
  Dagger, Healing Draught, Guild License, Pouch, Sling 
  Bag containing Trade Tools (Medicine), Writing Kit 
  and 5 Pieces of Parchment
  
  X
  115
  HIRE ‘EM — FIRE ‘EM
  VETERAN OF ADVENTURES
  M
  WS BS
  S
  T
  I
  Ag
  Dex
  Int
  WP
  Fel
  –
  +5
  –
  +5
  +5
  +10
  –
  –
  –
  –
  –
  Skills: Cool +10, Dodge +10, Melee (Basic or Polearm) 
  +10
  Talents: Combat Reflexes
  Trappings: Leather Armour, Hand Weapon or Spear, 
  Shield
  HIRELING TEMPLATES 
  Hirelings vary from one another in terms of their abilities. Roll on the Templates table to find out if the Hireling has bonuses or penalties 
  that modify their basic profile. Hirelings may not present their future employers with any expectations about being particularly skilled or 
  infirm, though the GM may well give appropriate clues if Characters subject their Hirelings to interviews.
  D100 ROLL
  TEMPLATE
  00–25
  The Hireling performs as expected, do not apply a template.
  26–40
  The Hireling has experience adventuring and knows how to look after themselves. Apply the Veteran of Adventures 
  template.
  41–55
  The Hireling is regrettably infirm, feeble, or otherwise compromised, though they will not admit this to potential 
  employers. Apply the Infirm template. 
  56–69
  The Hireling has an unusual degree of wit to them. Apply the Bright Spark template.
  70–85
  The Hireling has a criminal past. Apply the Reformed Rogue template.
  86–95
  The Hireling has spent a significant time at sea. Apply the Old Salt template.
  96–99
  The Hireling is untested but has great potential. Apply the Diamond in the Rough template.
  INFIRM
  M
  WS BS
  S
  T
  I
  Ag
  Dex
  Int
  WP
  Fel
  –1
  –10 –10
  –5
  –5
  –10 –10 –10
  –
  –
  –
  Skills: Reduce all Skills by 10
  BRIGHT SPARK
  M
  WS BS
  S
  T
  I
  Ag Dex Int WP Fel
  –
  –
  –
  –
  –
  +10
  –
  –
  +10
  +5
  +5
  Skills: Intuition +10, Lore (Local) +10, Perception +10
  Trappings: Mail Armour, Hand Weapon
  REFORMED ROGUE
  M
  WS BS
  S
  T
  I
  Ag
  Dex
  Int
  WP
  Fel
  –
  +5
  –
  –
  –
  –
  +10 +10
  –
  –
  +5
  Skills: Perception +10, Sleight of Hand +10, Stealth 
  (Urban) +10
  Talents: Criminal, Etiquette (Criminals)
  Trappings: 10 yards of Rope, Set of Lockpicks, Mask
  OLD SALT
  M
  WS BS
  S
  T
  I
  Ag
  Dex
  Int
  WP
  Fel
  –
  –
  –
  +10 +10
  –
  +10
  –
  –
  –
  –
  Skills: Consume Alcohol +10, Row +10, Sail +10, Swim 
  +10
  DIAMOND IN THE ROUGH
  M
  WS BS
  S
  T
  I
  Ag
  Dex
  Int
  WP
  Fel
  –
  +5
  +5
  +5
  –
  +5
  +5
  +5
  –
  +5
  +5
  Talents: Generate an additional 3 random starting 
  Talents as if for a new Character.
  
  X
  116
  UP IN ARMS
  PHYSICAL QUIRKS
  Hirelings tend to have been about a bit and experienced some of 
  the rougher aspects of life. Roll on the Physical Quirks table to 
  see what marks life has left on the Hireling. Hireling suffer the 
  penalties of any amputations as described on WFRP page 180.
  D100
  QUIRK
  01–06
  The Hireling looks unremarkable.
  07–08
  Missing a hand and wears a Hook (see WFRP 
  page 308).
  09–10
  Missing the lower part of one of their legs and 
  wears a False Leg (see WFRP page 308).
  11–12
  Missing an eye. 
  13
  The Hireling is slowly developing a mutation. 
  The change is slow and subtle, but in 1d10 
  months it will manifest properly. 
  14–19
  Very short, stout, and hairy. Occasionally 
  mistaken for a Dwarf.
  20–25
  Rather tall, lean, and possessed of mysterious airs 
  and graces. Occasionally mistaken for an Elf.
  26–29
  Rather slobbery. Finds it hard to talk at length 
  without spraying droplets of spit on those nearby.
  30–32
  High and grating tone of voice.
  33–38
  Striking good looks.
  39–44
  Smirks and sniggers all the time. Being told to 
  be serious makes it worse.
  45–55
  The fact that this person withstood the ravages of 
  a pox is evident by their skin.
  56–60
  Terrible body odour that seems to defy all 
  attempts to mask or eradicate it.
  61–65
  Tall and hulking, though their apparent size does 
  not mean they are necessarily strong and tough.
  66–70
  Missing more than half of their teeth, and 
  their remaining teeth are rather discoloured and 
  precarious.
  71–75
  Always looks and sounds furious despite their 
  genuine mood.
  76–79
  Appears young despite being old, or elderly 
  despite being young.
  80–83
  Tattoo of a magical sigil on their arm. Refuses to 
  discuss how or why they got it.
  84–89
  Magnificent moustache, big bushy beard, or 
  complex colourful hairdo.
  90–94
  Wears a lot of cheap jewellery.
  95–99
  Huge brown wen on their nose or cheek.
  00
  Bears an uncanny resemblance to someone the 
  Characters know.
  WORK ETHIC
  Most Hirelings have a sensible attitude to work, realising that 
  continued employment relies on their being able to foster a 
  good reputation for reliable work, and remaining on good terms 
  with their employers. That said, dealing with a few caveats and 
  awkward practices is the risk a potential employer takes when 
  arranging a contract with a Hireling. Roll on the Work Ethic 
  table to see how the Hireling approaches their job.
  D100
  QUIRK
  01–25
  The Hireling gives an honest day’s work for an 
  honest day’s pay.
  26–30
  Will only work locally; does not wish to travel 
  anywhere.
  31–36
  If the employer sets an expectation that work will 
  be ongoing but then stops using the hireling, the 
  hireling will bitterly resent it and make efforts to 
  slander the employer’s reputation.
  37–40
  Ambitious and diligent. Always performs well and 
  looks for opportunities to take on extra duties 
  and develop themselves.
  41–55
  Resents being asked to work on Marktags and 
  Festags. Demands double pay if expected to work 
  on those days.
  56–60
  The Hireling is a con artist who demands money 
  up front. Whether or not they are given money they 
  won’t be around when an actual job needs doing.
  61–72
  The Hireling has a somewhat inflated sense 
  of their worth and demands 10% more than a 
  Hireling of their sort usually charges.
  73–85
  The Hireling is a dreary jobsworth. Unless the 
  employer passes a Hard (-20) Leadership Test 
  when giving instructions the Hireling looks to cut 
  corners at every opportunity.
  86–89
  Terrible bureaucrat and a stickler for process. 
  Wants everything in writing before they will agree 
  to undertake a job, even if they cannot read.
  90–95
  Feels that work, whilst important, is of lower 
  priority than life experience, and may well 
  abandon their duties if provided with a sufficient 
  distraction.
  96–00
  As soon as the employer’s eye is elsewhere they 
  stop working.
  
  X
  117
  HIRE ‘EM — FIRE ‘EM
  PERSONALITY QUIRKS
  Hirelings can be a little eccentric and difficult, though some of them are easy going and a pleasure to work with. Roll on the Personality 
  Quirks table to get a measure of the Hireling’s character.
  D100
  QUIRK
  01–09
  The Hireling does not have any unusual habits and possesses a balanced personality. 
  10–13
  Constantly seeking regard by taking credit for all successful ventures and blaming others for their failures.
  14–19
  Happy and lively on initial meeting, miserable and critical thereafter.
  20–25
  Compulsion to commit petty theft. If accused of a crime they immediately blame it on the nearest Halfling.
  26–29
  Pious religious beliefs; obeys the strictures of their preferred deity with more sanctimonious diligence than could be expected 
  of a High Priest. Will not remain in the employ of someone who has values at odds with their religion.
  30–32
  No respect for personal space.
  33–38
  Never stops talking about Middenball. Guess who the Southside Slammers have signed up for next season. Only Wolfgardt 
  Hoffstedder! What’ll that do to their famous first four offensive formations, eh? Talk about adding some extra oomph! The 
  Engineers’ coach is going to be up late nights thinking how to counter that won’t he? Middenball, Middenball, Middenball!
  39–44
  Obsessed with the history of warfare. Reads about conflicts and generals and battlefields whenever they get a chance. Knows 
  the names for 16 different designs of halberd. Believes themself to be a strategic genius. Is about as tactically minded as a 
  turnip.
  45–50
  Family person. Misses their kids. Spends quiet moments gazing wistfully at a portrait of their spouse they keep in a silver 
  locket.
  51–55
  Suffers from a Mental Corruption, see WFRP page 185.
  56–60
  Miserly. Does not care too much about receiving a good wage but cannot bear to part with any money they earn.
  61–65
  Very reliable unless they suffer from a Broken Condition for any reason. They deal with the trauma by taking up a 
  Weirdroot habit they previously had under control.
  66–70
  Rather intellectually pretentious. Quotes Leonardo di Miragliano and Jacopo Tarradasch at every opportunity. Suggests 
  adventuring to foreign lands not because they think there is money in it, but because they have heard wonderful things about 
  the authentic local cuisine.
  71–75
  Loud opinions on a fashionable social issue about which they are passionate.
  76–79
  Carries a cheap lute that does not stay in tune. Whips it out for a ‘sing-song’ at any opportunity.
  80–83
  Pathological liar who is terrified of admitting any wrongdoing and looks down on everyone.
  84–89
  Incapable of taking a position of leadership, but obsessed with providing useless advice to those who do take positions of 
  leadership.
  90–86
  Enthusiastic and creative with loads of ideas. Whilst their ideas are not always constructive some of them are, and they are 
  pleased to see them taken up by their comrades with no desire for extra credit or reward.
  87–92
  Impious and proud of it. Does not respect the spiritual beliefs of others and subjects any talk of principles or values to 
  cynical disdain. 
  93–96
  Cheeky and mocking of everyone around them. Thinks people who are offended need to grow a thicker skin. However, they 
  are possessed of very thin skin in their own turn, and find even gentle mockery of their own person to be out of line.
  97–00
  Unfazed by danger and hardship. Seen it all before and possesses the thousand-yard stare to prove it.
  
  XI
  118
  Most WFRP scenarios do not favour the use of large 
  military manoeuvres or devastating siege weapons. It is 
  impractical to drag cannons into dungeons or carry out 
  careful subterfuge against the hidden agents of Chaos 
  when you are the only folk in town with a Helblaster 
  Volley Gun. Major military encounters are difficult to 
  describe in round-by-round detail, and we recommend 
  that if the Characters are embroiled in a wider military 
  confrontation, that the mass combat rules from Archives 
  of the Empire Volume 2 are used.
  However, there may be times when the Characters 
  are facing an emplacement guarded with fortification 
  or artillery, or where they are in charge of such an 
  emplacement themselves.
  SAMPLE STRUCTURES
  Structures in this context refer to anything that is too large 
  and tough to be destroyed by extended Strength Tests as 
  described in the WFRP Core Rulebook. Strength Tests 
  are a good way to determine if a Character can break down 
  a door or smash a chair to pieces. However, reinforced iron 
  gates and castle walls are obviously designed to withstand 
  more punishment than a few determined shoulder barges.
  The rules for damaging structures are similar in many ways 
  to those for damaging vehicles and boats. An overview of 
  some archetypal vehicles and boats is given below. The 
  rules for damaging structures could be used to determine 
  damage to vehicles, but it would be better to use the rules 
  from the Enemy in Shadows Companion (for damaging 
  vehicles) and the Death on the Reik Companion (for 
  damaging boats). 
  ENC and Encumbrance Limit
  The ENC of structures refers to how many encumbrance 
  points they apply when lifted. The Encumbrance Limit 
  refers to how many encumbrance points the structure can 
  bear before it is too crammed or structurally compromised. 
  This limits the amount of artillery that can be placed on a 
  structure. It is up to the GM to decide whether planned 
  artillery placements are sensible. For example, a barge 
  could potentially carry a great deal of artillery, but these 
  would mostly be stowed in the hold and of no use in a 
  battle.
  Cover Penalty
  We assume that when people are shooting from a 
  defensive position, they are actively using it to provide 
  cover, crouching behind the gunwales of a boat or 
  ducking between battlements on a castle rampart. Unless 
  targets on a structure have a Surprised Condition or are 
  behaving in a way that would not grant them cover, then 
  the Difficulty listed is the default that an assailant would 
  suffer from when trying to shoot the Character. Other 
  modifiers, such as range or size of target, would affect this 
  Difficulty at the GM’s discretion.
  ARTILLERY AND DAMAGE
  TO STRUCTURES 
  •
  •
  
  XI
  119
  ARTILLERY AND DAMAGE TO STRUCTURES
  Common stRUCtURes taBLe
  Carts: Small, two-wheeled vehicles such as donkey carts, 
  chariots, and gigs. Passenger carts include a seat for up to 
  two people, and those that carry goods have a single seat 
  and an open bed for cargo. 
  Coaches: A coach is an enclosed, four-wheeled vehicle, 
  drawn by 2–6 horses. Coaches are preferred by the 
  wealthy for long-distance travel, and the Empire is home 
  to several coaching companies that run regular services.
  Wagons: Wagons are large, open vehicles built to carry 
  any kind of cargo. Depending on size, they are drawn by 
  two or more horses or oxen. There is a bench at the front 
  Structure 
  ENC
  Encumbrance Limit
  Toughness
  Wounds
  Cover Penalty
  VEHICLES
  Cart
  10
  30
  25
  10
  Challenging (+0)
  Coach
  100
  80
  45
  50
  Difficult (-10)
  Light Wagon
  30
  30
  50
  35
  Difficult (-10)
  Medium Wagon
  50
  60
  50
  60
  Hard (-20)
  Heavy Wagon
  75
  80
  50
  95
  Hard (-20)
  RIVERBOATS
  Rowboat
  25
  60
  35
  10
  Challenging (+0)
  Typical Barge
  100
  300
  45
  60
  Difficult (-10)
  Patrol Boat
  130
  50
  60
  120
  Hard (-20)
  STRUCTURES
  Wattle Fence *
  N/A
  N/A
  25
  10
  Challenging (+0)
  Sturdy Wooden Door
  5
  N/A
  50
  10
  N/A
  Wooden Mantlet
  5
  N/A
  50
  15
  Difficult (-10)
  Timber Frame Wall*
  N/A
  30
  40
  20
  Earthwork *
  N/A
  60
  50
  30
  Difficult (-10)
  Dry Stone Wall *
  N/A
  30
  60
  20
  Difficult (-10)
  Stake Palisade *
  N/A
  60
  50
  30
  Hard (-20)
  Stone Wall *
  N/A
  100
  60
  50
  Hard (-20)
  Portcullis Gate *
  N/A
  N/A
  70
  20
  N/A
  Castle Wall *
  N/A
  150
  65
  100
  Very Hard (-30)
  Dwarf Fort Wall *
  N/A
  200
  80
  150
  Very Hard (-30)
  * The profile listed is for a 5 yard stretch of such a structure.
  wide enough for three people, although they require only 
  a single driver. Some wagons are even specially designed 
  to mount weapons or provide a platform for troops to 
  fight from and, at the GMs discretion, these war wagons 
  may provide an improved cover penalty.
  Rowboat: Rowboats refer to small vessels of up to 
  10 yards in length. Smaller Reikland fishing vessels or 
  Marienburg canal boats are examples of such vessels.
  Typical Barges: Barges on the Reik are typically about 20 
  yards in length, designed to carry large cargoes for their 
  size and are powered by both sails and oars.
  
  XI
  120
  UP IN ARMS
  Stone Wall: A stone wall refers to those walls that use 
  fitted stones, mortar, or both to produce a permanent 
  structure, more stable than a dry stone wall but not as 
  thick as a castle wall. A fortified coaching inn would 
  usually be surrounded by a stone wall.
  Castle Wall: Castle walls tend to be made of two faces 
  of close fitted, mortared stone between which is a cavity 
  stuffed full of a mix of gravel, mortar, or oyster shells.
  Dwarf Fort Wall: Dwarfs tend to build their fortress 
  walls from massive blocks of stone, shaped to fit together 
  seamlessly. They are as thick, if not thicker, than the walls 
  of Human castles, but are solid stone throughout and far 
  more durable. The walls of Human cities such as Altdorf, 
  Ubersreik, and Marienburg are built and maintained by 
  Dwarfs, at significant cost.
  attaCks on stRUCtURes
  Given that structures cannot dodge or move, any melee 
  attack made against a structure automatically hits. If 
  the vehicle is moving, or a Character wishes to attack a 
  specific, difficult-to-hit spot, count the attack as a called 
  shot at -20. If the driver of a moving vehicle is attacked 
  in melee, resolve this as an Opposed Melee Test, but the 
  driver may use an appropriate Drive Skill if they wish.
  Weapons such as swords and daggers are not designed 
  to breach walls. A GM should determine the size of the 
  structure being attacked and count its Toughness Bonus 
  again for each size category larger it is than the attacker 
  is. So an Enormous Stone Wall (TB of 6) attacked by 
  an Average Human would count as having  a Toughness 
  Bonus of 18 (6 times 3). Siege weapons ignore these 
  restrictions.
  Structure Damage
  Each structure has a Toughness score which modifies 
  Damage taken, and a Damage score which shows how 
  much Damage it can take. Note that walls are treated 
  slightly differently in that the profile given only refers to 
  a 5 yard stretch of wall, so even if this portion is damaged 
  beyond repair much of the structure may remain intact.
  Patrol Boats: River Warden patrols use fast vessels 
  powered by banks of oars for fast pursuit, or sails for more 
  leisurely patrolling. They are around 25 yards in length 
  and built to withstand a lot of punishment.
  Wattle Fence: Wattle fences are woven from thin 
  branches of willow. They are easy to make and durable 
  if well made. However, they better suited for animal 
  enclosure than fortification. They are still used for cover 
  by those in a hurry or without better alternatives.
  Sturdy Wooden Door: The doors typically attached to 
  residential dwellings are destroyed utterly when hit by a 
  serious weapon. However, these doors refer to the thick 
  doors reinforced with bands of iron that are found in 
  fortresses and other large buildings.
  Wooden Mantlet: Mantlets are large, sturdy wooden 
  boards fixed to props or wheeled trolleys, enabling them 
  to be picked up and moved around with relative ease for 
  their size. In battles and sieges, they make for mobile 
  defences that can be moved forward to cover troops and 
  equipment as they reposition or advance.
  Timber Frame Wall: This wall is typical of many 
  residences in the Old World. The wall is framed in 
  solid timbers and filled in with materials such as brick, 
  stone, or wattle and daub. These walls do not typically 
  mount weaponry, but an Encumbrance Limit is shown to 
  account for using a handy windowsill as a gunport.
  Earthwork: Earthworks refer to banks of earth that have 
  been piled up to serve as fortifications.
  Dry Stone Wall: Dry stone walls cover stone structures 
  made with rocks that are not shaped or fixed in place.
  Stake Palisade: A palisade is constructed by erecting a 
  fence of wooden stakes driven into the earth. Ramparts 
  of earth are piled up behind the line of stakes and wooden 
  walkways built over the ramparts.
  Portcullis Gate: An iron gate that can be lowered down 
  to protect the main entrances to a fortress.
  
  XI
  121
  ARTILLERY AND DAMAGE TO STRUCTURES
  Structure critical Damage
  Roll
  Description
  Wounds
  Additional Effects
  01–35 
  Chipped
  T
  Randomly determine a single Character who is either on the structure or using it 
  for cover. They are struck by flying debris and take Damage equal to the Toughness 
  Bonus of the structure itself.
  36–50
  Jolted
  1
  Everyone on the structure reels from the impact. Any Characters on or within the 
  structure must make an Easy (+40) Athletics Test or gain a Surprised Condition.
  51–60
  Holed
  1
  A small breach is opened in the structure. This impairs its ability to provide cover, 
  so a structure that provided a Cover Penalty of Difficult (-10) would now only 
  provide a Cover Penalty of Challenging (-0).
  61–70
  Rocked
  2
  Everyone on the structure reels from the impact. Any Characters on or within the 
  structure must make an Average (+20) Athletics Test or gain the Prone Condition.
  71–80
  Hail of 
  Splinters
  2
  All Characters who are either on the structure or using it for cover. They are struck 
  by flying debris and take Damage equal to the Toughness Bonus of the structure 
  itself.
  81–90
  Partial 
  Collapse
  3
  A significant part of the structure tumbles away. Characters on or within the 
  structure must pass a Challenging (+0) Athletics Test or fall as described in the 
  WFRP Core Rulebook. The Encumbrance Limit of the structure is halved, and 
  if any pieces of artillery (or other heavy equipment) now have more ENC than 
  the structure has Encumbrance Limit, they fall off and are rendered useless until 
  repaired.
  91–95
  Breached
  3
  A huge hole opens up in the structure. Characters on or within the structure are 
  struck by flying debris and take Damage equal to the Toughness Bonus of the 
  structure itself. The structure no longer provides cover to those on or within it.
  96 or 
  more
  Collapse
  Destroyed
  The structure tumbles down. Characters using the structure for cover are struck 
  by flying debris and take Damage equal to the Toughness Bonus of the structure 
  itself. Characters on or within the structure must Test for falling, and then take 
  Damage as if struck by a weapon with a Strength equal to the structure’s remaining 
  Wounds. Any pieces of artillery (or other heavy equipment) fall off the structure 
  and are rendered useless until repaired.
  Structures do not have Hit Locations, but if someone is 
  shooting at a target that is taking cover within or behind 
  the structure, and they miss, then the missile may hit 
  the structure. To see if this occurs, determine how many 
  levels of failure are involved in the miss. 
  Structure Critical Hits
  Structures are much more difficult to critically damage 
  than Characters. When a double is rolled, a structure 
  risks taking a Critical Hit. However, Critical damage is 
  only applied if the attack goes on to remove 25% of a 
  structure’s remaining Wounds. However, every hit after 
  the structure’s Damage score reaches 0 causes Critical 
  Damage. Critical Damage impacts on structures in the 
  same way as Critical Wounds affect a Character, and any 
  circumstances that would lead to the death of a Character 
  go on to cause a structure to take Collapse Critical 
  Damage. The results of Critical Hits on a structure are 
  as follows:
  LEVELS OF 
  FAILURE
  EFFECT
  0 to –2
  The shot misses the target, but strikes 
  the structure and may damage it.
  –3 or lower
  The shot misses the target and has no 
  effect on the structure.
  
  XI
  122
  UP IN ARMS
  Repairing Structures
  Damage to structures can be repaired permanently on a 
  successful Average (+20) Trade (Carpentry) Test (if the 
  structure is mostly made from wood) or Average (+20) 
  Trade (Mason) Test (if the structure is mostly made from 
  stone). Each successful Test takes 1d10 hours of work and 
  restores 1d10 Wounds to the structure.
  Running repairs can be attempted in the heat of combat, 
  though they usually involve hurriedly piling up rubble 
  to fill a breach or hauling a fallen beam back into place. 
  These require a successful extended Very Hard (-30) 
  Trade (Carpentry) Test (if the structure is mostly 
  made from wood) or Very Hard (-30) Trade (Mason) 
  Test (if the structure is mostly made from stone). Each 
  successful Test requires 20 SL to complete and restores 
  1d10 Wounds to the structure. Healing, such as would 
  be applied to wounded Characters, has no effect on 
  structures, but the GM may like to consider that creative 
  uses of certain spells or Miracles may be of benefit.
  siege weapons
  Siege Weapons are a broad and varied class of weapon 
  designed to attack formations of troops, or large static 
  targets, rather than individual targets. They are all large 
  and powerful, but so cumbersome and laborious in 
  their operation that they are rarely employed outside 
  the context of serious military actions. In small scale 
  skirmishes they are of limited use, either being impossible 
  to bring to bear, or being the last word in spectacular, but 
  strikingly inefficient, overkill.
  Siege Weapons follow principles developed for smaller 
  weapons. Those with working knowledge of a crossbow 
  can manage to load and fire ballistae, and cannons 
  are no more intricate than handguns. However, most 
  siege weapons do require a crew in order to shoot with 
  acceptable accuracy or rate of fire. 
  As with hand held ranged weapons, it is not normally 
  possible to operate a siege weapon without training in the 
  relevant group. A person with Ranged (Crossbow) could 
  not crew a cannon or a Helstorm Rocket Battery.
  The operation of catapults is also sufficiently different to 
  other ranged weapons that they can only be operated by 
  crew members with Ranged (Catapult). 
  Those with Ranged (Engineering) can crew Blackpowder 
  weapons with no penalty.
  Ballistae are relatively simple to use. You can attempt a 
  Ranged (Crossbow) Test using Ballistic Skill, but the 
  weapon loses all Qualities whilst retaining its Flaws.
  Note: Siege weapons must use special ammunition as 
  detailed in the table below, despite being a Blackpowder 
  weapon, a cannon may not fire bullets designed for a 
  handgun, and a Ballista may not shoot crossbow bolts.
  Ballistae: Ballistae are giant crossbows that fire iron-
  capped bolts that resemble fence posts. They can split a 
  person like a chicken, or punch a nice, neat hole through 
  solid wood. 
  Cannons: The largest cannons are restricted to fortresses 
  or well prepared battlefield positions, but small and 
  medium weapons can be mounted on boats or wagons. 
  On battlefields, cannonballs inflict damage on ranks 
  of troops by bouncing through them. Given that most 
  combat situations in Warhammer Fantasy Roleplay will 
  be smaller skirmishes, this is limited to the Blast 2 Quality 
  to represent damage to those nearby, but if targets are 
  arranged in a line the GM should consider that the ball 
  could conceivably hit multiple targets.
  Catapults: Catapults are indirect-fire weapons that throw 
  rocks, bombs, or incendiaries in a high arc, bringing them 
  crashing down on the heads of the targets. 
  Mortars: A mortar is the blackpowder equivalent of a 
  catapult, firing a heavy ball or a bomb in a high arc. On 
  the battlefield, they are used mainly in sieges, throwing 
  explosives over castle walls. 
  Swivel Guns: A swivel gun is like a blunderbuss, but 
  larger. Because of its weight, it is normally mounted on a 
  swivel or tripod.
  
  XI
  123
  ARTILLERY AND DAMAGE TO STRUCTURES
  Weapon
  Price
  Enc
  Availability
  Range
  Damage
  Qualities and Flaws
  CROSSBOW
  Ballista
  30 GC
  20
  Scarce
  150 
  +12
  Accurate, Reload 3, Crewed 2
  BLACKPOWDER
  Cannon (small)
  40 GC
  30
  Scarce
  100
  +10
  Dangerous, Reload 4, Crewed 2
  Cannon (medium)
  100 GC
  50
  Exotic
  125
  +14
  Dangerous, Reload 6, Crewed 3
  Cannon (large)
  250 GC
  75
  Exotic
  175
  +16
  Dangerous, Reload 8, Crewed 4
  Mortar
  50 GC
  50
  Exotic
  150
  —
  Reload 4, Crewed 3
  Swivel Gun
  20 GC
  5
  Rare
  30
  +14
  Dangerous, Reload 4
  CATAPULT
  Catapult (small)
  20 GC
  25
  Scarce
  75
  +10
  Imprecise, Reload 3, Crewed 2
  Catapult (medium)
  40 GC
  40
  Scarce
  100
  +15
  Imprecise, Reload 3, Crewed 3
  Catapult (large)
  60 GC
  65
  Scarce
  175
  +18
  Imprecise, Reload 4, Crewed 4
  ENGINEERING
  Volley Gun
  10 GC
  5
  Exotic
  50
  +9
  Dangerous, Reload 4, Salvo 7
  Helblaster Volley 
  Gun
  500 GC
  85
  Exotic
  100
  +10
  Dangerous, Reload 4*, Salvo 9
  Helstorm Rocket 
  Battery
  500 GC
  75
  Exotic
  185
  +12
  Blast +5, Dangerous, Imprecise, Reload 6*, 
  Salvo 9
  *Reloading a weapon with the Salvo Quality is a laborious process. The Reload number does not fully reload the weapon, 
  but it increases the Salvo number by 1 each time it is achieved (so an empty Helstorm Rocket Battery would be Salvo 0 
  and would require Reload 6 to reach Salvo 1 and require 9 times Reload 6 before it was fully loaded to Salvo 9).
  Volley Guns: The volley gun resembles a repeating 
  handgun, with a complex circular crank and levers. There 
  are normally seven barrels: one in the middle, with six 
  more clustered around it in a hexagonal shape. While 
  deadly to those in front of it, a volley gun can also be 
  dangerous to an inexperienced user. Every time it is fired, 
  the user must make an Average (+20) Endurance Test, 
  suffering 1 Wound for each level of Failure as the weapon 
  kicks violently against the shoulder. On an Astounding 
  Failure, the user takes a Critical Hit to the shoulder: 
  use the Arm Critical Wound Table, adjusting details as 
  necessary to reflect a shoulder hit.
  Volley guns take the same calibre bullets as a normal 
  Blackpowder weapon, though 1 bullet and charge of 
  powder is used for each shot in a salvo.
  Helblaster Volley Gun: The Helblaster Volley Gun has 
  nine separate barrels divided into three decks of three 
  barrels fixed on a circular crank. As the crank is turned, 
  a clever system of cams ignites each charge in turn, 
  propelling a flurry of lethal projectiles from the gun. 
  The advantage of the Helblaster is that it can fire several 
  shots at once in a devastating volley. A full volley will 
  rip through the toughest regiments, causing immense 
  casualties in the blink of an eye. A disadvantage is that 
  it is inclined to jam or misfire, and once it has misfired 
  it is almost always useless. The chances of being able to 
  fire for a prolonged time are slim, as the weapon is quite 
  likely to malfunction given the complexity of its firing 
  mechanism.
  
  XI
  124
  UP IN ARMS
  Weapon
  Price
  Enc
  Availability
  Range
  Damage
  Qualities and Flaws
  BALLISTA
  Bolt
  4/–
  0
  Scarce
  As weapon
  —
  Penetrating, Impale
  CANNON
  Ball and Powder
  8/–
  1
  Scarce
  As weapon
  —
  Blast +2, Impact
  Grapeshot and Powder
  6/6
  0
  Exotic
  Quarter weapon
  –2
  Spread +5
  CATAPULT
  Animal Carcass
  N/A
  0
  Common
  Half weapon
  Special*
  Blast +3 or Blast +20
  Incendiary
  1 GC
  0
  Scarce
  Half weapon
  Special**
  Blast +4, Dangerous
  Stone
  8/–
  1
  Common
  As weapon
  —
  Damaging, Impact
  MORTAR
  Bomb
  3GC
  0
  Rare
  As weapon
  +12
  Blast +5, Dangerous, Impact
  Incendiary
  1GC
  0
  Scarce
  Half weapon
  Special**
  Blast +4, Dangerous
  SWIVEL GUN
  Bullets and Powder for 
  1 shot
  2/2
  0
  Common
  As weapon
  +1
  Impale, Penetrating, Spread +3
  Small Shot and 
  Powder for 1 shot
  2/2
  0
  Common
  As weapon
  —
  Spread +6
  VOLLEY GUN
  Bullet and Powder (12)
  3/3
  0
  Common
  As weapon
  +1
  Impale, Penetrating
  HELBLASTER VOLLEY GUN
  Ball and Powder
  8/–
  1
  Scarce
  As weapon
  —
  Blast +2, Impact
  HELSTORM ROCKET
  Rocket
  5GC
  1
  Exotic
  As weapon
  —
  —
  *An Animal Carcass inflicts Damage +4 to everyone in the area of Blast 3. Furthermore every target within Blast 20 must 
  pass an Very Easy (+60) Endurance Test or develop a Festering Wound (see WFRP Core Rulebook, page 187).
  **An Incendiary gives every affected target SL+1 Ablaze Conditions.
   
  Helstorm Rocket Battery:  Master Engineer Herman 
  Faulkstein invented this experimental weapon, inspired 
  by a display of Cathayan fireworks in Altdorf. It consists 
  of a wheeled artillery carriage with nine gunpowder-
  charged rockets affixed to a frame. The elevation can 
  be adjusted to fire at targets on ground or air. It’s not 
  especially accurate and better suited to firing on large 
  regiments than small parties on the ground.
  
  XI
  125
  ARTILLERY AND DAMAGE TO STRUCTURES
  new weapon qUaLities oR fLaws
  Crewed
  A weapon with the Crewed flaw is so large, heavy and 
  complex that it benefits from being managed by a team 
  rather than a single operator. This team all need to possess 
  the relevant Ranged skill to crew the weapon. However, 
  they may nominate one of their number to make the 
  relevant Ranged Test to see how well the weapon 
  performs when it is triggered.
  Most weapons have a crew of 2, 3 or 4. Larger crews are 
  often assembled, but extraneous crew members do not 
  impact the efficiency of the weapon itself, though they 
  may help move it or make up for casualties among the 
  crew.
  If a weapon requiring a crew is not fully crewed it is 
  impaired as explained in the table below.
  If a weapon with the Crewed Flaw suffers a misfire, all 
  members of the crew are affected.
  Example 1: There are two Ballistae set up on a castle rampart. 
  The first is crewed by two individuals with the Ranged 
  (Crossbow) Skill. The first has Ranged (Crossbow) 38 and the 
  second has Ranged (Crossbow) 55, they nominate the crew 
  member with Ranged (Crossbow) 55 to take the shots.
  The second is crewed by an individual with Ranged 
  (Crossbow) 38 and a second with Ranged (Bow) 55. Because 
  a Ballistae is a crossbow weapon, the Character with Ranged 
  (Bow) does not count as a crewman. The weapon does not 
  therefore have a full crew, and must double its reload time, 
  and must shoot using the lower Ranged skill of 38.
  Example 2: Von Meinkop is trying to fire a Large Cannon 
  without the assistance of any additional crew. Von Meinkop 
  can use his impressive Ranged (Engineering) skill of 92 to 
  fire the weapon. However, because he is the sole crew member 
  of a Crewed 4 weapon, it doubles the reload time (from 8 to 
  16) and gains the Imprecise Flaw. The weapon ought to also 
  gain the Dangerous Flaw, but it already has this Flaw. Von 
  Meinkop’s Ranged (Engineering) suffers from a penalty of 
  -10 when shooting the cannon.
  Crew
  Crewed 2 
  Weapon
  Crewed 3 
  Weapon
  Crewed 4 
  Weapon
  4
  N/A
  N/A
  N/A
  3
  N/A
  N/A
  Double 
  Reload Time
  2
  N/A
  Double 
  Reload Time
  Gain 
  Imprecise 
  Flaw
  1
  Double 
  Reload Time
  Gain 
  Imprecise 
  Flaw
  Gain 
  Dangerous 
  Flaw
   
  Penalties from reduced crew are cumulative, so a Crewed 
  4 weapon with a single crewman will suffer from double 
  reload time, the Imprecise Flaw, and the Dangerous Flaw.
  If a weapon gains a Flaw that it already possesses, impose 
  a further penalty of -10 to any Ranged Tests made to 
  shoot the weapon.
  When reloading a weapon with the Crewed Flaw, one of 
  the crew may assist with any Tests made to determine 
  how long the reloading process takes.
  
  XI
  126
  UP IN ARMS
  Salvo
  A weapon with the Salvo Quality has the potential to let 
  off missiles either one at a time or in batches. The number 
  of times the weapon can be fired is indicated by the Salvo 
  number. Each time the weapon is fired reduce the Salvo 
  number by 1. The weapon does not need to be reloaded 
  until it reaches Salvo 0. 
  A Salvo weapon can be fired more than once in a turn, 
  but each time the weapon is fired after the first firing, 
  impose a cumulative penalty of -10 to the Ranged Skill 
  used to shoot with the weapon.
  If the weapon misfires at any point in the process, work 
  out the effect of the misfire and then roll on the following 
  table.
  Example: The crew of a Helstorm Rocket Battery benefit from 
  its Salvo 9 Quality. Potentially, they could fire the weapon 
  nine times in a single turn. The first turn, they shoot the 
  weapon four times. The first shot is resolved with the Ranged 
  (Engineering) Skill of the nominated crew member. The 
  second shot is resolved with a penalty of -10 to the Ranged 
  (Engineering) Skill of the nominated crew member. The 
  third is resolved with a penalty of -20, and the fourth with 
  a penalty of -30.
  The following turn, the crew fire the weapon five times. This is 
  worked in the same way as the previous turn, but the fifth shot 
  is resolved with a penalty of -40 to the Ranged (Engineering) 
  Skill. The weapon is now empty and must be reloaded before 
  being fired again.
  SALVO ARTILLERY MISFIRE TABLE
  D10 
  Roll
  Effect
  1–4
  All crew suffer full Damage to their primary 
  arm location using the units die as the effective 
  SL for the hit. The artillery piece is destroyed.
  5–7
  All crew suffer full Damage to a randomly 
  generated location using the units die as the 
  effective SL for the hit. The artillery piece is 
  destroyed.
  8–9
  For each remaining point of Salvo, all crew 
  suffer full Damage to randomly generated 
  locations using the units die as the effective SL 
  for the hit. The artillery piece is destroyed.
  10
  For each remaining point of Salvo, a shot 
  is fired in a random direction for a distance 
  of D100 yards. Any Characters standing in 
  between the machine and the points where 
  shots land must make a Very Hard (-30) 
  Dodge Test to avoid being struck by a missile. 
  
  XII
  127
  PURSUITS OF EXCELLENCE
  PURSUITS OF
  EXCELLENCE
  •
  •
  Pursuits can be exciting moments in roleplaying games. 
  The rules in the WFRP Core Rulebook give plenty 
  of advice for pursuits, but there are areas that require 
  clarification, particularly where characters break from 
  combat and a pursuit commences, or where many 
  participants in a pursuit are at varying distances and 
  running at different speeds. 
  BReaking fRom ComBat
  Fighters can disengage without risk by spending 
  Advantage, using the Dodge Skill, or turning their back 
  and fleeing. This is described on page 165 of the WFRP 
  Core Rulebook, but a summary of the rules is also given 
  here.
  Using Advantage: If you have more Advantage than your 
  opponent, you can drop your Advantage to 0 and move 
  away without penalty. 
  Using Dodge: By succeeding an opposed Dodge/Melee 
  Test you gain +1 Advantage and can use your Move to 
  go anywhere under the normal rules. If you fail the Test, 
  each opponent gains +1 Advantage and you are pinned 
  in place.
  Fleeing: For your Move, you may turn and flee. Your 
  opponent gains +1 Advantage and may attempt a free 
  attack. The free attack is an unopposed Melee Test using 
  whatever weapon is currently held. This attack also 
  benefits from +20 to hit. If you are struck, your opponent 
  gains +1 Advantage and you must pass a Challenging 
  (+0) Cool Test or gain a Broken Condition and a further 
  +1 Broken Condition per SL below 0. Once the free attack 
  is resolved, you may move up to your Run Movement 
  directly away from your opponent.
  pURsUits
  Pursuits are described on page 166 of the WFRP Core 
  Rulebook, but a summary of the rules is also provided 
  here. The Quarry refers to those being chased, and the 
  Pursuers refers to those who are trying to reach the quarry.
  1: Determine Distance: The GM assigns a number to 
  represent the size of the head start the Quarry has over the 
  Pursuer, called the Distance. The Distance ranges from 0 
  (Quarry is caught) to 10 (Quarry escapes). 1 would mean 
  the Quarry is almost in reach, 4 would represent a good 
  head start, and 8 would mean Pursuers must work very 
  hard to catch up.
  2: Test: Everyone involved in the pursuit rolls a Test for 
  their movement. This will be an Athletics Test for those 
  on foot, Ride for those mounted on a horse or other 
  riding animal, and Drive for those on a coach, chariot or 
  other vehicle.
  3: Update Distance: The lowest SL of the quarry and 
  the highest SL of the Pursuer is compared. If the Quarry 
  gets a better result than the Pursuer, the difference in 
  SL is added to the Distance. If the Pursuer gets a better 
  result than the Quarry, the difference in SL is subtracted 
  from the Distance. If the results are equal, the Distance 
  remains the same.
  4: Determine Outcome: If the Distance falls to 0 or 
  less, the Pursuer has caught the Quarry. The Quarry 
  must either sacrifice their slowest member that Round to 
  delay the Pursuers as the rest continue to flee, or any of 
  them can volunteer to stop and confront their Pursuers. 
  The Pursuers can then decide who stops to confront the 
  Quarry they have caught, and who continues in pursuit. 
  If the Distance reaches 10 or more, the Pursuers have lost 
  their Quarry and the pursuit is over.
  
  XII
  128
  UP IN ARMS
  Movement Modifiers: If some of the Characters in the 
  pursuit have a higher Movement, they gain a bonus SL 
  equal to the difference in Movement. If a Character with 
  Move 5 were chasing a Move 4 Character they would 
  gain +1 SL on the Test. 
  CompLex pURsUits
  The existing rules work well for simple pursuits, and 
  pursuits between an individual Quarry and an individual 
  Pursuer, but they assume that the Quarry all move at the 
  same speed, as do the Pursuers, and that faster Characters 
  are unimpeded by slower comrades. When pursuits 
  involve Characters with varying Movement rates, or 
  when the performance of every individual involved in 
  a pursuit counts, more detail may be required as to the 
  progress of the pursuit.
  More complex pursuits require a little bookkeeping by 
  the GM, as each Character in the pursuit is treated as 
  an individual, and the Distance is more dependent on 
  circumstances.
  1: Determine Distance: The GM assigns a number to 
  represent the size of the head start the nearest member 
  of the Quarry has over the closest Pursuer, called the 
  Distance.  Each point of Distance represents 10 yards. 
  The Distance ranges from 0 (Quarry is caught) to a number 
  the GM feels is appropriate for the Quarry to escape 
  given the environment. The busier the environment, the 
  smaller the number the Quarry must reach to escape. 
  If the Quarry are in a tight group, they all count as being 
  at the same Distance, but if any of them lead a Pursuer 
  or another Character in the Quarry group by more than 
  16 yards, calculate their individual Distance from the 
  Pursuers as appropriate.
  The Pursuers can be treated as a group if they have the 
  same Movement, or split into smaller groups according to 
  their Movement or ability to pass Tests to pursue.
  2: Test and Update Distance: In Initiative order, 
  participants involved in the pursuit roll a Test for their 
  Movement. This will be an Average (+20) Athletics Test 
  for those on foot, Average (+20) Ride Test for those 
  mounted on a horse or other riding animal, and Average 
  (+20) Drive Test for those on a coach, chariot or other 
  vehicle. Consult the following table to determine the 
  results of the Test.
  Characters with Movement Attributes of 3 or less suffer 
  penalties to Athletics Tests for complex pursuits. Characters 
  with Movement 3 must make Challenging (+0) Athletics 
  Tests. Characters with Movement 2 must make Hard 
  (-20) Athletics Tests. Characters with Movement 1 must 
  make Very Hard (-30) Athletics Tests.
  ENVIRONMENT THE CHASE TAKES 
  PLACE WITHIN
  DISTANCE 
  REQUIRED 
  TO 
  ESCAPE
  Busy city streets, labyrinthine sewers, 
  hedge maze
  3
  Craggy mountains, dense woodland, 
  foggy fenland
  5
  Sleepy village, light woodland, swamp
  7
  Shrubby meadow, gently rolling hills, 
  rocky beach
  10
  Featureless desert, grassy steppe, 
  limestone pavement
  13
  
  XII
  PURSUITS OF EXCELLENCE
  SL
  EFFECT
  4 or more
  The Character sprints forward the number of yards they can normally run (or ride or drive). Divide this number 
  by 10, rounding down to a minimum of 1. This number +1 is the Distance they move this Round.
  +0 to 3
  The Character runs forward the number of yards they can normally run (or ride or drive). Divide this number 
  by 10 in order to determine the Distance they move, rounding down to a minimum of 1.
  –2 to –0
  The Character is blocked, needs to navigate an object, or must watch their footing for some reason. They 
  stumble forward the number of yards they can normally run (or ride or drive). Divide this number by 10, 
  rounding down to a minimum of 1. This number -1 is the Distance they move this Round.
  –3 to –4
  The Character skids to a halt in order to avoid a stumble. They make no progress this Round.
  –5 or less
  The Character trips, falls from their horse, or suffers a similar calamity. Calculate if any falls cause damage as 
  described in the WFRP Core Rulebook, page 166. The Character then suffers from the Prone Condition.
  During this stage, if any Pursuer reduces the Distance to 
  a member of the Quarry to 0 they can choose whether to 
  charge into combat, or run past in the hope of catching a 
  member of the Quarry further on.
  3: Determine Outcome: Recalculate the Distance 
  between the various Characters involved in the pursuit 
  depending on their performance return to step 2.
  impeded movement
  During a Pursuit, a Character who receives the Prone 
  or Entangled Condition, or otherwise losing the ability 
  to move freely, loses their next opportunity to Test to 
  increase their Distance, instead spending their time 
  freeing themselves, potentially having to make a test to 
  do so.
  ChaRaCteR pRogRess taBLe
  
  XII
  130
  UP IN ARMS
  Obstacles
  The GM may decide to throw some obstacles in the way 
  of the Characters. Crates of wool, muddy puddles, closed 
  gates, passing livestock and other hazards may complicate 
  a pursuit, both for the Quarry and the Pursuers.
  In order to involve an obstacle the GM must first decide 
  what Distance the object is from the lead member of 
  the Quarry, and whether or not it is easy to perceive. 
  Characters who perceive an obstacle can decide to change 
  course if the environment allows it, or tackle the obstacle 
  in the hope that their Pursuers will find it tricky to 
  navigate themselves.
  The Obstacle then counts as one of the participants in the 
  pursuit, but one that does not move. 
  Whenever the Distance between the obstacle and a 
  participant in the pursuit reaches 0, the participant must 
  either stop or tackle the obstacle.
  The GM then has to decide what Tests should be made 
  to navigate the obstacle, and the penalty for failing the 
  Test. Some examples are provided in the table below. This 
  table assumes participants are on foot, so the GM must 
  think of alternative tests and consequences for mounted 
  participants or those on vehicles.
  Creating Obstacles
  During their turn, a member of the Quarry can try to 
  create an obstacle. They can take a Perception Test to 
  spot something convenient in the environment, or drop a 
  suitable trapping, such as something sharp or slippery. The 
  difficulty of the Perception Test depends on the nature of 
  the environment. In a desert the GM may rule that there 
  are no suitable obstacles to be found, in a crowded market 
  they should be everywhere.
  If an obstacle is spotted the member of the Quarry 
  should make a Challenging (+0) Athletics Test to deploy 
  the obstacle. Success means the Quarry pulls or drops the 
  obstacle in the path of the pursuers without losing speed. 
  Failure may cost the Quarry movement, or even result in 
  them becoming entangled in their own obstacle.
  OBSTACLE
  PERCEIVED
  TEST TO NAVIGATE
  CONSEQUENCES OF FAILED TEST
  Large Log
  Automatically
  Average (+20) Athletics Test
  The participant or their mount gains the Prone Condition. 
  Haystack
  Automatically
  Hard (-20) Climb Test
  The Participant becomes mired in the hay, counting as 
  Entangled against an opponent with a Strength of 2 
  D10+20.
  Filthy 
  Puddle
  Average (+20) 
  Perception Test
  Average (+20) Athletics 
  Test if perceived, Hard (-20) 
  Athletics Test if not
  The participant showers themselves in filthy water. They 
  suffer from -2 SL to all Fellowship based Tests until they 
  can get themselves clean.
  Crates of 
  Merchandise
  Automatically
  Challenging (+0) Athletics 
  or Ride Test
  The participant or their mount gains the Prone Condition. 
  2 D10 pieces of merchandise are broken.
  Closed Gate
  Automatically
  Hard (-20) Climb Test
  The participant is prevented from moving this Round 
  but can try again next Round. However, on an Impressive 
  Failure, they suffer a 2-yard fall.
  Pothole
  Challenging 
  (+0) Perception 
  Test
  Easy (+40) Athletics Test 
  if perceived, Hard (-20) 
  Athletics Test if not
  The participant suffers a Twisted Ankle Critical Injury.
  oBstaCLes taBLe
  
  XII
  131
  PURSUITS OF EXCELLENCE
  OBSTACLE
  PERCEIVED
  TEST TO NAVIGATE
  CONSEQUENCES OF FAILED TEST
  Quicksand
  Challenging 
  (+0) Perception 
  Test
  Easy (+40) Athletics Test 
  if perceived, Hard (-20) 
  Athletics Test if not
  The Participant becomes mired in the quicksand. They 
  count as Entangled against an opponent with a Strength 
  of D10+20. If they do not escape within 1 Round, they 
  count as Entangled against an opponent with a Strength 
  of 2 D10+20. This process continues for 6 Rounds, with 
  the Strength of the Entanglement increasing by 1 D10 
  each Round. If the Character is still Entangled after 6 
  Rounds, they must make Challenging (+0) Cool Test to 
  avoid further struggles. If they fail this Test, they must 
  Test to see if they start to Drown.
  Passing Goat 
  Herd
  Automatically
  Hard (-20) Athletics Test
  The participant takes a hit from Weapon (Horns) +6 as 
  enraged goats buffet into the Character.
  Bucket full 
  of Fish Guts
  Automatically
  Easy (+40) Athletics Test
  If a participant trips over the bucket, they gain the Prone 
  Condition. However, they leave a large slick of fermenting 
  fish guts behind them.
  Slick of Fish 
  Guts
  Automatically
  Hard (-20) Athletics Test
  The participant tumbles over on the slippery guts. They 
  gain the Prone Condition and suffer from -2 SL to all 
  Fellowship based Tests until they can get themselves 
  clean. If they have untreated wounds around the time of 
  coming into contact with the slick, they must Test to see 
  if the wounds become Festering Wounds.
  Rotten 
  Floorboards
  Hard (-20) 
  Perception Test
  Average (+20) Athletics Test 
  if perceived, Very Hard (-30) 
  Athletics Test if not
  The participant tumbles through the floorboards. They 
  suffer from a fall of 3 yards.
  Workman on 
  Ladder
  Automatically
  Easy (+40) Athletics Test
  If a participant trips over the ladder they gain the Prone 
  Condition. The GM should make a Hard (-20) Athletics 
  Test on behalf of the labourer. Should they fail, they 
  suffer a fall of 1 D10 yards.
  Unattended 
  Cart
  Automatically
  Average (+20) Climb Test
  The participant slides back down off the cart. They are 
  stuck this Round, but can attempt to clear the obstacle 
  again next Round.
  Unattended 
  Cart Full of 
  Cabbages
  Automatically
  Challenging (+0) Climb 
  Test
  The participant slides back down off the cart, causing 
  a torrent of cabbages to spill down after them. They 
  must make an Average (+20) Initiative Test or gain 
  the Surprised Condition. The Obstacle becomes two 
  obstacles, an Unattended Cart and a Scattered Mound 
  of Cabbages. 
  Scattered 
  Mound of 
  Cabbages
  Automatically
  Hard (-20) Athletics Test
  The participant trips over on the cabbages. They suffer a 
  fall as if from 1 yard and gain the Prone Condition. 
  exhaUstion
  Participants in a pursuit are pushing themselves to the 
  limit, either to escape their Pursuers or catch their Quarry. 
  Fatigue may soon set in, compromising participants’ 
  ability to continue the chase.
  Keep track of how many Rounds a pursuit takes. Every 
  time a participant runs for a certain amount of turns 
  in a row, they must make an Endurance Test to avoid 
  exhaustion. The number of rounds is determined by 
  the GM for each participant, and may consider being 
  encumbered, driving a heavily laden vehicle, suffering 
  from illness or injury, and so on. However, in general 
  participants on foot should Test every ten Rounds, 
  participants on horseback Test every twenty Rounds, and 
  participants driving a vehicle Test every thirty Rounds.
  Participants (or their mounts or their draft animals) gain 
  a Fatigued Condition every time they fail an Endurance 
  Test. Animals want to slow to walking pace as soon as 
  they receive a Fatigued Condition, but can be persuaded 
  to keep running on a successful Challenging (+0) Charm 
  Animal Test.
  
  XII
  132
  UP IN ARMS
  METHOD
  SIMPLE PURSUITS
  COMPLEX PURSUITS
  Using 
  Advantage
  The Quarry begins with a head start of 1 Distance 
  per Advantage they spent when disengaging. So if 
  the Character had 3 Advantage when they decided to 
  disengage, they gain a head start of 3.
  The Quarry begins with a head start of 1 Distance. If 
  they spent 3 or more Advantage when disengaging, 
  their head start increases to 2.
  Using 
  Dodge
  The Quarry begins with a head start of 1 Distance.
  The Quarry begins with a head start of 1 Distance.
  Fleeing
  If the opponent takes an opportunity to make their 
  free attack, the Quarry begins with a head start of 3. 
  If the opponent forgoes their free attack they can race 
  after the Quarry, and the Quarry starts with a head 
  start of 1.
  The Quarry must make an Athletics Test as described 
  under the Test and Update Distance section of 
  Complex Pursuits. The result of this Test determines 
  their initial Distance. If their opponent took the 
  opportunity to make a free attack, the Quarry can 
  add +2 SL to their Athletics Test to determine initial 
  Distance.
  ROUNDS
  ON FOOT
  MOUNTED
  VEHICLE
  10
  Very Easy (+60) Endurance Test
  15
  Easy (+40) Endurance Test
  Very Easy (+60) Endurance Test 
  on behalf of mount
  18
  Average (+20) Endurance Test
  Very Easy (+60) Endurance Test 
  on behalf of draft animals
  20
  Challenging (+0) Endurance 
  Test
  Easy (+40) Endurance Test on 
  behalf of mount
  21
  Difficult (-10) Endurance Test
  22
  Hard (-20) Endurance Test
  Average (+20) Endurance Test on 
  behalf of mount
  Easy (+40) Endurance Test on 
  behalf of draft animals
  23
  Very Hard (-30) Endurance Test
  24
  Futile (-40) Endurance Test
  Challenging (+0) Endurance Test 
  on behalf of mount
  25
  Impossible (-50) Endurance 
  Test
  Average (+20) Endurance Test 
  on behalf of draft animals
  26
  Even More Impossible (-60) 
  Endurance Test
  Difficult (-10) Endurance Test on 
  behalf of mount
  when does BReaking fRom ComBat BeCome a pURsUit?
  What if a fighter breaks from combat but their opponent still wants to engage them? Under such circumstances the 
  Character who broke from combat can elect to become the Quarry in a pursuit. Their head start depends on how they 
  broke from combat.
  exhaUstion taBLe
  simpLe vs CompLex pURsUits
  
  AI
  Advantage represents the momentum gained during 
  combat by defeating and stymying your opponents. 
  Your gaming group might be interested in a system of 
  Advantage which no longer automatically applies a 
  bonus to your rolls but is instead a resource generated by 
  teamwork and can be utilised at a key moment to achieve 
  victory. The rules here include modifications to the way 
  Advantage functions, is lost and gained, ways to spend it, 
  and how you can change Talents and Creature Traits that 
  interact with Advantage.
  These general changes apply to the Advantage rules in 
  this section: 
   
  0
  Advantage is no longer accumulated by individual 
  players or NPCs. Instead, Advantage is gained and 
  stored in the Ally Advantage Pool or the Adversary 
  Advantage Pool. 
   
  0
  Whenever a Character generates Advantage, place 
  it in the Ally Advantage Pool. Whenever a hostile 
  or neutral NPC generates Advantage, place it in the 
  Adversary Advantage Pool.
   
  0
  Allied NPCs generate advantage for the Ally 
  Advantage Pool.
  gaining advantage
  Advantage is gained through the following ways, which 
  modify the rules on WFRP page 164. 
  Combatants gain Advantage each time they win an 
  Opposed Test in combat, assess the battlefield using 
  their Skills, or when their spirits are lifted. The following 
  provides some examples of this, but is far from exhaustive. 
  The GM is encouraged to hand out Advantage tokens as 
  suits the circumstances.
   
  0
  Surprise: Attacking Surprised enemies grants +1 
  Advantage. See WFRP, page 169.
   
  0
  Assess: If you use one of your Skills to secure a 
  tactical advantage, gain +2 Advantage. If your Test 
  succeeds by 6 SL or more, gain +3 Advantage. See 
  individual Skill descriptions in Chapter 4: Skills 
  and Talents of the core rulebook for more details.
   
  0
  Victory: Whenever you defeat an important NPC, 
  gain +1 Advantage. Subduing a party nemesis may 
  grant +2 Advantage at the GM’s discretion.
   
  0
  Winning: If you win an Opposed Test you initiated 
  during combat, gain +1 Advantage.
   
  0
  Outmanoeuvre: If you wound an opponent without 
  engaging in an Opposed Test, gain +1 Advantage. 
  You can gain a maximum of 1 Advantage in this 
  way, no matter how many opponents are wounded 
  by your action.
  APPENDIX I:
  GROUP ADVANTAGE
  •
  •
  
  AI
  134
  UP IN ARMS
  BENEFITS OF ADVANTAGE 
  Advantage can be spent from the respective Advantage Pool for the following effects on a player or creature’s turn. You do not need 
  to consult with anyone before spending Advantage but courtesy is rarely a vice.
  ADVANTAGE 
  COST
  ADVANTAGE SPEND
  EFFECT
  1 Advantage
  Batter: When facing a more skilled 
  opponent, sometimes brute force can 
  succeed where other approaches fail.
  To Batter your opponent, perform an Opposed Strength Test 
  with your opponent (both you and your opponent Test your 
  Strength Attribute). Whoever scores the highest SL wins. If 
  you win the Test, your opponent gains the Prone Condition 
  and gains +1 Advantage. If you lose the Opposed Test, your 
  opponent gains +1 Advantage and your Action is over. You do 
  not gain the Advantage from winning an Opposed Test from 
  winning this Test. 
  1 Advantage
  Trick: You take a moment to throw 
  dirt in an opponent’s eyes or set them 
  alight with a splash of burning oil. 
  This manoeuvre is risky, and few foes 
  are fooled the same way more than 
  once.
  To Trick your opponent, perform an Opposed Agility Test with 
  your Opponent (both you and your opponent Test your Agility 
  Attribute). Whoever scores the highest SL wins. If you win the 
  Test, you gain +1 Advantage. If the GM feels the circumstances 
  suit it, you can also force your opponent to gain your choice 
  of the Ablaze, Blinded, or Entangled Condition. If you lose the 
  Opposed Test, your opponent gains +1 Advantage and your 
  Action is over. The GM may disallow any of these Conditions 
  if you do not have a suitable item to hand or you have inflicted 
  the same Condition on the opponent before. You do not gain 
  the Advantage from winning an Opposed Test from winning 
  this Test. 
  2 Advantage
  Additional Effort: In desperate 
  circumstances you can use the 
  momentum you have gained to 
  increase your chance of success. 
  You gain a +10% bonus to any Test before you make it. You may 
  spend extra Advantage to add an additional +10% bonus per 
  Advantage spent. For example, you could spend 3 Advantage for 
  a +20% bonus, or 4 Advantage for a +30% bonus. This Test never 
  generates Advantage for the character performing it. 
  2 Advantage
  Flee from Harm: You take advantage 
  of a momentary lull or distraction to 
  break from the fight.
  You may move away from your opponents without penalty. This 
  replaces the Disengaging rules on WFRP, page 165.  
  4 Advantage
  Additional Action: You take 
  advantage of an opening to 
  accomplish something remarkable.
  You perform an additional Action. This Action never generates 
  Advantage for the character performing it. You may only spend 
  Advantage to take an Additional Action once per turn.
  Advantage can also be spent from the respective pool to activate Creature Traits as per pages 338–343 of the core rulebook. 
  LOSING ADVANTAGE
  The GM should assess the conflict at the end of the Round. If one side has more combatants, their side is dominant and the other 
  side suppressed. If the number of combatants is equal, decide by which side holds a tactical advantage, such as having higher ground 
  or surrounding their opponents. Once decided, move 1 Advantage from the suppressed Advantage Pool to the dominant Advantage 
  Pool. If there is no Advantage in the suppressed Advantage Pool, the dominant Advantage Pool gains 1 Advantage.
  
  AI
  135
  APPENDIX I: GROUP ADVANTAGE
  INITIAL ADVANTAGE
  seeding the advantage pooLs
  Many GMs will be satisfied with both Advantage pools 
  beginning at zero and accumulating more points based 
  on the combatants’ actions. Optionally, you can represent 
  initial tactical positioning and favourable situations 
  by awarding some Advantage to either pool as combat 
  begins. Awarding some Advantage for one side possessing 
  the element of surprise is often less complicated than 
  awarding the Surprised Condition to multiple opponents. 
  Only the highest modifier in each circumstance should 
  be awarded. The Advantage is awarded to the pool of the 
  side benefiting from that circumstance. 
  CIRCUMSTANCES
  ADVANTAGE 
  AWARDED
  Manoeuvrability: One side possessing 
  an advantage in movement such as being 
  mounted or facing giant spiders in trees.
  2
  Outnumbering: A greater number of 
  opponents, but less than twice that of 
  their opponents..
  1
  Outnumbering: Outnumbered 2 to 1.
  2
  Outnumbering: Outnumbered 3 to 1.
  3
  Surprise: One side has achieved an 
  unexpected assault.
  2
  Terrain: Light fortification/cover or 
  holding. An advantageous position, such 
  as a hill.
  1
  Terrain: Heavy cover or holding a key 
  position such as a bridge.
  2
  Threat: A side possesses a dangerous 
  threat such as a warpfire thrower, Ogre, 
  or Troll.
  1
  Threat: A side possesses a very 
  dangerous threat, a match for several 
  foes such as an organ gun, Manticore, or 
  Griffon.
  3
  Threat: A side possesses an extremely 
  dangerous threat, a match for a dozen 
  lesser foes such as a Dragon or Greater 
  Daemon.
  5
  Example: A party of five adventurers have snuck up on 
  ten Goblins and their Shaman atop a Manticore. The Ally 
  Advantage Pool gains 2 Advantage for the element of 
  surprise. The Adversary Advantage Pool gains 2 Advantage 
  for Outnumbering the adventurers 2 to 1 and 3 Advantage 
  for the Manticore, for a total of 5 Advantage. 
  Changing taLents
  Several Talents have been changed to fit these alternative 
  Advantage rules. Refer to New and Updated Talents on 
  page 140 to see how the following Talents are affected: 
  Beat Blade, Distract, Drilled, Gunner, Rapid Reload, 
  Relentless, Reversal, and Shieldsman.
  Changing CReatURe tRaits
  The following Creature Trait has been changed to fit 
  these alternative Advantage rules.
  Unstable 
  The creature’s corpus is maintained by foul magicks that 
  are inherently unstable in the material realm. At the end 
  of the round, the GM should randomly select one creature 
  with the Unstable Trait. If the opposing Advantage Pool 
  is higher than the creature’s Advantage Pool, it loses 
  Wounds equal to the difference. If this reduces it to 0 
  Wounds, the magicks holding it in place collapse and it 
  ‘dies’.
  
  AI
  136
  UP IN ARMS
  aLteRed aCtions in ComBat
  You may take the following Actions in combat.
  Assess: You use a Skill in some way to gain an advantage 
  in combat; narrate how the Skill will apply to this 
  situation and make a Dramatic Test. Your GM may 
  apply a penalty or bonus to the roll if they feel the Skill 
  is particularly appropriate or inappropriate. On a success, 
  gain 2 Advantage. On a success with 6 or more SL, gain 
  3 Advantage.
  Attack: This is a melee or ranged attack, resolved 
  according to WFRP, page 158.
  Defend: Choose an appropriate Skill or Characteristic to 
  use defensively, such as Dodge or Agility. You gain +20 
  to defensive Tests using the Skill until the start of your 
  next turn.
  Special: This refers to actions from Skills or Talents such 
  as grappling, intimidating someone, casting a spell, using 
  the Dual Wielder Talent, or staunching a bleeding wound 
  with bandages. 
  Sprint: On your turn, you can use your Action to sprint. 
  This requires an Average (+20) Athletics Test, and the 
  distance covered is in addition to your Move this round. 
  You sprint your Run movement + SL in yards (see the 
  Movement Table on WFRP, page 165 for your Run 
  movement). 
  For example, a character with Move 4 who rolled –2 SL 
  would sprint an additional 14 yards (16 – 2 = 14).
  Charging now gives you a +10 bonus to the first Melee 
  Test you initiate after completing your move. 
  
  137
  AII
  Warrior Endeavours often operate under the principle of 
  refining one’s skill in the martial arts.   Any Character 
  may attempt these Endeavours but if they have never 
  belonged to the Warrior Class, any Tests you take are one 
  Difficulty Level harder. For example, a Difficult (–10) 
  Test becomes Hard (–20).
  fanmaRis’s peRfeCt shot
  Warriors
  Any practitioner of ranged combat knows the value of the 
  perfect shot at the ideal time. A well-placed arrow or bullet 
  to the right target can end a battle as surely as a charge 
  from a knightly order. The Character seeks to improve 
  their skill at archery by consulting Allavandrel Fanmaris’s 
  training manual and practices making shots under 
  distracting conditions and against demanding targets. 
  After undertaking this Endeavour, attempt a Hard (–10) 
  Ranged (Bow) Test. If you succeed, once during the 
  next adventure you may use the following benefit: After 
  spending one Round in combat aiming at your opponent, 
  you may declare you are making a Perfect Shot. Make 
  a Ranged Test, with bonuses and penalties as normal, 
  including the +20 for aiming. Your attack gains the 
  additional effects below based on the total SL achieved 
  on your Ranged Test. All effects are cumulative.
  the LeitdoRf defenCe
  Warriors
  As every warrior is painfully aware, every style has its 
  counter. A swordsman stymied by the long reach of a spear, 
  or a zweihander being unable to connect with a nimble 
  noble with a rapier. These are frustrating experiences that 
  often lead a fighter to explore novel approaches such as 
  driving crossguards into an opponent’s face, head butts, 
  or grasping their blade. Such tactics are innately risky 
  but disorientating for an opponent expecting a more 
  structured attack. 
  The truly brave will consult the pamphlet describing the 
  Leitdorf Defence, purportedly written by Count Marius 
  Leitdorf of Averland. Paradoxically, it describes a series 
  of unusual offensive manoeuvres to counter orthodox 
  defences. After using this technique, as you dress your 
  wounds, you might resolve never to attempt such bravado 
  again.
  After undertaking this Endeavour, attempt a Hard 
  (–10) Melee Test. If you succeed, once during the next 
  adventure you may use the following benefit: After one 
  or more rounds being engaged with an opponent, you 
  may declare you are using the Leitdorf Defence. Make 
  an attack by performing an Opposed Melee Test with a 
  –10 penalty. 
  Your opponent may not use their Talents or add their 
  Skill Advances when defending against this attack. After 
  resolving the attack, if you win the Test, suffer 1d10 
  Damage ignoring Armour. If your opponent wins the 
  Test, they inflict a Critical Hit as the risky manoeuvre 
  leaves you exposed and vulnerable.
  SL
  EFFECT (CUMULATIVE)
  +1
  You may choose the hit location.
  +2–3
  Your weapon gains the Penetrating Quality 
  (WFRP, page 298) for this attack. If it is 
  already Penetrating, increase the Damage by 2.
  +4–5
  You deliver an automatic Critical Hit. 
  +6
  Your weapon gains the Damaging Quality 
  (WFRP, page 297) for this attack. If it is 
  already Damaging, it gains Impact (WFRP, 
  page 298).
  You may enact the Endeavour multiple times if you wish.
  APPENDIX II:
  WARRIOR ENDEAVOURS
  •
  •
  
  138
  UP IN ARMS
  AII
  aLCatini method
  Warriors, must possess at least two ranks of 
  the Drilled Talent
  Every general goes to war with the army they have, rather 
  than the one they want. But rabble from the streets or 
  labourers from the fields are of little use on a battlefield 
  without enough training to follow orders and make good 
  on commands. The Alcatini Method uses a mixture of 
  shouting, threats, speeches, alcohol, and bribery to rapidly 
  forge a group of miscreants into something resembling 
  a functioning unit. However, without regular practice, 
  these lessons quickly fade. 
  After undertaking this Endeavour, attempt a Hard 
  (–10) Leadership Test. For each SL you score on this 
  Test, you may give one character a single rank in the 
  Drilled Talent (WFRP, page 136) for the duration of 
  the next adventure. Characters who already possess 
  the Drilled Talent may increase their Drilled rank by 1 
  to a maximum of the endeavouring Character’s Drilled 
  rank. Characters with the Inspiring Talent multiply the 
  number of characters granted Drilled as in the table in 
  the core rulebook (WFRP, page 139). For example, a 
  character who achieved +3 SL on their Leadership Test 
  and possesses 2 ranks in the Inspiring Talent could grant 
  +1 rank of Drilled to up to 30 characters. 
  CoUnt pUnChaUsen’s naRRative 
  aUCtion
  Warriors
  The advent of the printing press has brought pamphlets 
  to the masses. While some focus on religious texts or 
  denouncing their political opponents, there are always 
  those looking for material that might appeal to a wider 
  audience — gory tales from adventurers on the road are 
  always in demand. Printed on the cheapest possible paper 
  and illustrated with graphic woodcuts to appeal to the 
  illiterate, these so-called pfennig dreadfuls are popular in 
  many parts of the Empire. Warriors in search of a little 
  coin and a splash of notoriety can seek to sell their tale 
  to a printer. 
  After undertaking this Endeavour, attempt a Hard 
  (–10) Charm Test or a Challenging (+0) Entertain 
  (Storytelling) Test. If you succeed, you receive 2d10 
  shillings and once during the next adventure you may 
  reverse the dice on a Charm or Entertain (Storytelling) 
  Test as one of the people listening has recently read, or 
  had read to them, your tale.
  the qUaRteRmasteR shUffLe
  Warriors 
  The right piece of equipment is often the difference 
  between success or failure, victory or defeat, life and 
  death. Top-tier kit is often beyond the budget of a 
  humble adventurer, but in the seedier parts of the 
  Old World, a few coins and a quiet word to an old 
  companion can reveal an opportunity to acquire 
  whatever you desire. These jobs are invariably dangerous, 
  and often fatal, but the prize may be worth the scars. 
  To undertake this Endeavour choose a Trapping, 
  apply any desired Qualities, and calculate its final cost, 
  rounding up to the nearest Gold Crown. A limit of 20 
  GCs generally applies but the GM may waive this if they 
  wish. Then attempt a Challenging (+0) Gossip Test to 
  locate an old associate who knows a suitable job. If you 
  succeed, you are furnished with the details of a job where 
  you can acquire the requested item, either as payment or 
  for the taking during the job itself. 
  The job is dangerous. Attempt a Hard (–10) Melee or 
  Ranged Test. If you succeed, you receive both the desired 
  item and a Critical Wound to a random location with a  
  –20 penalty on the critical severity. If you fail, you receive 
  the item and a Critical Wound to a random location with 
  a bonus to the critical severity equal to the item’s cost 
  in Gold Crowns. You may not use Critical Deflection to 
  negate the Critical Wound but a Fate point could avoid 
  certain consequences. 
  Consult the table below to generate the details of a 
  random job. 
  
  139
  APPENDIX II: WARRIOR ENDEAVOURS
  AII
  JOB GENERATOR
  To get the item roll on the Location table to find out where you need to go to, then the Objective Table to see what you have to do, 
  and the personality Table to see who is employing you to take on the task. 
  LOCATION TABLE
   1d100
  Location
  01–05
  A sinister cottage at the edge of the woods.
  06–10
  A low rent abattoir.
  11–15
  An apiary filled with rather territorial bees.
  16–20
  A warehouse that stinks of blackpowder.
  21–25
  An Imperial signal tower.
  26–30
  A coaching inn with a surplus of pork products.
  31–35
  A large townhouse in the Stirland style with 
  unusually thick curtains.
  36–40
  A military camp.
  41–45
  A fine stable with two aggressive stallions.
  46–50
  A stockyard with a pack of starving dogs.
  51–55
  A sewer equipped with some truly fearsome odors.
  56–60
  An office full of papers and oil lamps.
  61–65
  A clearing on a hill with a large standing stone.
  66–70
  A currently active fighting pit.
  71–75
  A cave, littered with cracked bones.
  76–80
  A graveyard with some recently disturbed plots.
  81–85
  A wizard’s tower, the ground floor is covered in 
  something unusual.
  86–90
  An abandoned temple to Verena.
  91–95
  A cellar used as a secret meeting place.
  96–100
  A dock, rotten in several places. 
  OBJECTIVE TABLE
   1d100
  Objective
  01–05
  A locked incredibly heavy chest.
  06–10
  Several bags of rare spices from Ind.
  11–15
  A sealed jar from Araby.
  16–20
  A gold plaque taken from the Southlands.
  21–25
  A sword broken in three pieces.
  26–30
  An exquisite obsidian necklace.
  31–35
  A kidnapped noble.
  36–40
  A satchel of warpstone powder.
  41–45
  Deed to a property.
  46–50
  A package of apothecary draughts.
  51–55
  An imprisoned outlaw.
  56–60
  The ornate warhammer of a priest of Sigmar.
  61–65
  A forbidden tome.
  66–70
  A Dwarf firearm.
  71–75
  A crying missing child.
  76–80
  A skull apparently made from crystal.
  81–85
  A jade talisman, one finger long, inscribed 
  with odd runes.
  86–90
  A piece of armour, once worn by a famous 
  general.
  91–95
  A map detailing certain secrets.
  96–100
  A piece of Dwarf engineering.
  PERSONALITY TABLE
   1d100
  Personality
  01–05
  A hopeless romantic.
  06–10
  An irate Dwarven engineer.
  11–15
  A dissolute noble.
  16–20
  A desperate Halfling chef.
  21–25
  A leader of a cult.
  26–30
  A senior watchman.
  31–35
  An Elven diplomat.
  36–40
  A paranoid ratcatcher.
  41–45
  A plaintive orphan.
  46–50
  An exiled noble.
  51–55
  A furious Trollslayer.
  56–60
  A prominent priest.
  61–65
  A Halfling investigator.
  66–70
  A hooded and masked Elf.
  71–75
  A nervous merchant.
  76–80
  An aggressive Witch Hunter.
  81–85
  An intimidating criminal.
  86–90
  A diminutive investigator.
  91–95
  A general with an army at their command.
  96–100
  An Imperial envoy.
  
  140
  AIII
  Beat Blade 
  Max: Weapon Skill Bonus
  Tests: Melee for a Beat Blade
  You are trained to make sharp controlled blows to your 
  opponent’s weapon, creating an opening for an attack or 
  simply impeding an incoming attack. For your Action, 
  you can choose to Beat Blade before rolling. Perform a 
  Melee Test; if successful, the opposing Advantage Pool 
  loses –1 Advantage, and loses a further –1 if you score 6 
  SL. This Test is not Opposed. This Talent is of no use if 
  your opponent has no weapon or has a larger Size than 
  you.
  Crew Commander
  Max: Initiative bonus
  Tests: Ranged Skill tests when firing a weapon with the 
  Crewed Flaw
  A Character with this talent is practised at managing 
  crews of siege weapons and artillery pieces. The Character 
  may make a Challenging (+0) Leadership Test to help 
  a crew manning a weapon with the Crewed Quality 
  within earshot. If the Character passes the Test, the crew 
  members may then use the Character’s Ranged Skill 
  when shooting the weapon.
  Distract 
  Max: Agility 
  Bonus Tests: Athletics to Distract 
  You are trained in simple movements to distract or startle 
  your opponent, drawing eyes from your true intent. 
  You may use your Move to perform a Distraction. This 
  is resolved by an Opposed Athletics/Cool Test against 
  your target. If you win, your opponent can generate no 
  Advantage for their Pool until the end of the next Round.
  Drilled
  Max: Weapon Skill Bonus
  Bonus Tests: Melee Tests when beside an ally with 
  Drilled 
  You have been trained to fight shoulder-to-shoulder with 
  other soldiers. Characters with the Drilled Talent count 
  as two combatants to help sway the Tides of Battle.
  Flee!
  Max: Agility Bonus
  Tests: Athletics when fleeing or when the Quarry in a 
  pursuit
  When your life is on the line, you are capable of impressive 
  bursts of speed. Your Movement Attribute counts as 1 
  higher when Fleeing or when you are the Quarry in a 
  pursuit.
  Gunner
  Max: Dexterity Bonus
  You can reload blackpowder weapons with practiced ease. 
  You add SL equal to your level in Gunner to any Extended 
  Test to reload a blackpowder weapon. Reloading a ranged 
  weapon during combat also counts as an Assess action. 
  You gain an extra +1 Advantage when making that Assess 
  Test. 
  Rapid Reload 
  Max: Dexterity Bonus
  You can reload ranged weapons with practiced ease. 
  You add SL equal to your level in Rapid Reload to any 
  Extended Test to reload a ranged weapon. Reloading a 
  ranged weapon during combat also counts as an Assess 
  action. You gain an extra +1 Advantage when making that 
  Assess Test. 
  APPENDIX III:
  NEW AND UPDATED TALENTS
  •
  •
  
  APPENDIX III: NEW AND UPDATED TALENTS
  AIII
  Relentless 
  Max: One 
  When you have your mind set on a target, there is nothing 
  anyone can do to stop you reaching them. The advantage 
  cost of the Flee from Danger action is reduced to 1. 
  Reversal 
  Max: Weapon Skill Bonus
  Tests: Melee when defending
  You are used to desperate combats, able to turn even the 
  direst circumstances to your advantage. If you win an 
  Opposed Melee Test, instead of gaining +1 Advantage, 
  you may take 1 Advantage from the opposing Advantage 
  Pool and add it to your own. If you do this, you do not 
  cause any Damage, even if it is your Turn in the Round.
  Roughrider
  Max: Agility Bonus
  Tests: Ride Tests when in combat
  You are at home in the saddle in even the most difficult of 
  circumstances, and know how to get the best out of your 
  mount during conflict. Assuming you have the Ride skill, 
  you can direct your mount to take an Action, not just a 
  Move, without a Ride Test. 
  In addition, you treat your size as being the same as that 
  of your mount for the purposes of resisting Fear and 
  Terror caused solely by the size of your opponent, such is 
  your confidence when mounted.
  Example: Another person on a horse would not cause Fear, 
  but a Daemon or an Undead creature would.
  Shieldsman 
  Max: Strength Bonus
  Tests: Any Test to defend with a shield
  You are skilled at using your shield to manoeuvre others 
  in combat so you can take advantage of a desperate 
  situation. When using a Shield to defend, once per turn, 
  you may spend 2 Advantage to either cause Damage 
  when you are attacked as if it were your Action or to push 
  your opponent 2 yards directly back from yourself and no 
  longer count as engaged. 
  Strike to Injure
  Max: 1
  You are an expert in striking your enemies most vulnerable 
  areas. When rolling on a Critical Damage table, make 
  two rolls and choose which result you prefer.
  
  AI
  142
  UP IN ARMS
  EXCITING ADVENTURES SET IN  
  THE DUCHY OF UBERSREIK!
  Use as single stand-alone adventures, slotted into an existing campaign, or combined 
   to form a campaign exploring the Duchy of Ubersreik - the setting established in the  
  Warhammer Fantasy Roleplay Starter Set. Order Now and receive the PDF straight away.
  Find out more about the full range of exciting Warhammer Fantasy Roleplay games on
  www.cubicle7games.com
  
  AI
  143
  APPENDIX I: GROUP ADVANTAGE
  VENTURE INTO THE SHADOWS IN THE EXCLUSIVE
  ENEMY IN SHADOWS
  COLLECTOR’S EDITION
  Enemy in Shadows is the first part of the legendary Enemy Within campaign, only for
  Warhammer Fantasy Roleplay 
  Avalaible now, along with a host of other games and expansions, at
  www.cubicle7games.com
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/Warhammer_Fantasy_Roleplay_CB7_Fourth_Edition_Up_in_Arms_2022_03.pdf