|Warhammer Fantasy Roleplay | Published 07 January 2011|
‘T weren’t but the barest scratch. Nay, do not tarry about on my account. I’ll be just fine. See? The vermin barely nicked me. Got more of my leather jerkin than my... than my skin. There are more of these foul creatures and far worse still lurking deeper within... within... within... Um. Where are we again? No, no, I’m fine. Just a bit light-headed. I just need to sit down for a second and rest. Yes, just a spot of rest and I’ll be just fine.
– Henrich Straussburgh, last words
The Old World is brimming with all forms of vile creatures, from twisted beastmen lurking in the dark forests to dragons perched atop mountains high. Wherever the call of adventure may lead fate’s champions, danger surely awaits.
A brief overview
The Creature Guide and The Creature Vault have been on store shelves for a week, but if you’re still uncertain how these versatile new tools can improve your Warhammer Fantasy Roleplay experience, we’re pleased to present a brief overview of their contents. Guides are hard-cover books that contain the core rules of play, while Vaults contain all the innovative components that make Warhammer Fantasy Roleplay such a revolutionary system. Although the Warhammer Fantasy Roleplay Core Set remains the single most comprehensive entry point for new players and GMs, our new Guides and Vaults provide the opportunity to own only the content you want, customizing your collection based on your group’s specific needs!
For more guidance on how to begin, see our "getting started" guide, or read New Options for the Old World, an article spotlighting the all six Guides and Vaults. Today, let’s take a closer look at The Creature Guide and The Creature Vault.
The perils of the Old World on your tabletop
Introducing a host of new adversaries to your game, The Creature Guide is a useful resource for GMs wishing to populate the Old World, or for players who want to be prepared for every possible foe. This comprehensive bestiary is conveniently organised to serve as a quick reference, but it also introduces creature Group sheets, which contain the rules, flavour, and common bond between the creatures within a given group. Want to pit your players against a horde of Greenskins? Refer to the Greenskin Group sheet that contains all the rules that will govern your Greenskin war party!
If you’re looking for additional components to complement the content in The Creature Guide, The Creature Vault is the answer, bringing dozens of Old World denizens to your tabletop. Additional Group sheets take the action off the page and onto the tabletop, while Creature cards feature full colour art on one side depicting the creature in question, and relevant stats on the other. Using these components, GMs can quikly and easily lay out their encounters. Simply choose a Group sheet, determine which types of creatures within that group will be make up the encounter, lay out the Creature cards with any necessary action cards, and prepare for battle!
The most vile and ferocious beasts of the Old World are waiting at your local retailer. Pick up The Creature Guide and The Creature Vault today, and know your enemies!
Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.
Now when they releaase this you can play the game, like old school rpg (pen and paper), or with cards. Like Necrozious sad this stuff is really useful. Nobody have to remember theirs powers (becouse they have them in their hands, ready to use.)..And it is better for playing, you dont wasting time with rulebooks when playing..
I have a big case for all cards, you can buy them in some market. Some case for screws, but remmember take cards with you and try if they fit.
But if FF do some nice carying case i buy it to..Good idea..
Hey Sombrelame, it's really not as bad as you think. Half of what you see there in that image are monster tokens (used in place of miniatures).
Most of the cards that you see are monster abilities and spells, so that you can pull out only the ones that you need for the scene instead of flipping back and forth through a rulebook or two mid- encounter, or having to write them all down on a sheet. It's all quick reference.
SO yeah, you have to store more stuff, but all this stuff is really useful.
I am a Warhammer fan, but when i look at all those cards, i missed the previous edition.
I mean, there is a card for everything, thousands of them.
Maybe FFG should think about making a big carrying case with individual sections for all kinds of cards. It should be nice too to have a place to put the books.
I am so scared now of seing these numerous cards.
It does not look an RPG , it looks like a card game...
Please FFG, make the Gaming Carrying Case for these cards soon !
Very good products that really go together. The best way is to have both. A must have when You love to play WFRP!
Despite some editing issues between info in the guide, vault and other books (it seems), the vault is a really good resource if you use cards etc in your games.
The guide also has enough new information to make it worthwhile even if you have the core set.
I'd reccomend both though, there is some new (actual mechanical) information that is only in one or the other of the products