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Warhammer Winds of Magic

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Warhammer Fantasy Roleplay 4th Edition Winds of Magic from Cubicle 7

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From the shattered warpgates at the poles of the world raw energies of Chaos flow into the world, powering works of sorcery and sustaining Daemonic entities. This is magic in a pure but unstable form. Thanks to the wise counsel of Teclis, greatest of the High Elf Mages, Human wizards have learned to draw upon a single facet to work with a form of sorcery which is relatively safe, but still capable of feats of vast power. These isolated strands of raw magical energy are known as the Winds of Magic.

Winds of Magic is a comprehensive guide to the practices and traditions taught by the eight Colleges of Magic. As well as providing background to the development of magic in the Empire it includes details of a multitude of magic practices, creatures, and places.

Each of the eight lores of magic taught by the colleges is provided with a revised and expanded roster of spells and a separate career for each sort of wizard.

- Rules are provided for rituals, complicated spells that can be uséd to empower magical sites, create magical creatures, or summon powerful but wild entities.

- Details on the summoning of Incarnate Elementals, the creation of Magical Constructs and how to develop a familiar as either an NPC or a Player Character.

- Details on the properties of magical sites, such as the lines of waystones that drain magic towards the Great Vortex in Ulthuan, and several sites associated with a particular wind.

- Characters can tell the future, read the past, or brew magical potions thanks to rules for the practices of Augury, Psychometry and Alchemy (both magical and mundane).

- A set of new careers allowing Characters to specialize as a Scryer, Mundane Alchemist, Beadle, or Magister Vigilant.

- Eight of the Empire’s pre-eminent wizards, from Balthazar Gelt to Elspeth von Draken, are detailed as potential patrons for Characters.

- Several nemeses are described, such as the Blue Scribes who seek catalogue every spell in existence for the glory of Tzeentch; Egrimm van Horstmann, the greatest Chaos Sorcerer alive; and Mòna Mimn, who wishes to turn all the Old World into a vast fenland.

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Warhammer The Horned Rat Companion

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Warhammer Fantasy RPG 4th Edition The Horned Rat Companion for the classic Enemy Within WFRP campaign - from Cubicle 7

The Horned Rat Companion is the fourth of the five-part series of companion volumes to the Enemy Within campaign.

It is packed with supplementary material to not only expand The Horned Rat but also support any WFRP games which feature the skulking Skaven as a foe.

The Horned Rat Companion Includes:

- More lore and information on the Skaven, their history and society, and the terrible God to which they give praise.

- A huge selection of new equipment, spells, weapons, and contraptions to outfit your Skaven NPCs with.

- New encounters in the city of Middenheim and the Middle Mountains, perfect to drop into The Horned Rat, or any Skaven focused campaign.

- A GM’s guide to The Yellow Fang, an insidious cult that both worships the Skaven and seeks to outdo them.

- A new career, the Dwarf Ironbreak, perfect for a stout dwarf seeking to face down the loathsome ratmen in the tunnels beneath the Old World.

- Two classic adventures, revised and updated for WFRP 4th Edition — Horror in the Dark, featuring a terrible encounter in a twisting mine, and A Little Help From My Friends, a kidnapping case beyond any but the greatest, shortest detective in all of Middenheim.

- The Return of the Gravelord: Everyone’s favourite self-obsessed Necromancer returns to harry the Characters throughout the events of The Horned Rat.

Is it paranoia if everyone really is out to get you?

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Warhammer Ubersreik Adventures II

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Warhammer Fantasy RPG 4th Edition Ubersreik Adventures II New from Cubicle 7

Ubersreik is a city in turmoil, riven with divided loyalties. Even those who support the rule of Altdorf know that the current situation cannot last. As rumours of Empire-shaking events filter in from Middenheim, Altdorf, and beyond, the case for a consolidation of power in Ubersreik grows stronger. In the midst of vying merchants, entitled nobles, callous spies, and outright thugs, a small group of adventurers and mercenaries have made a name for themselves. They have been arrested, enlisted, applauded as saviours, reviled as traitors, and dismissed as fools. But if they can also be ruthless, they may just be able to tip the machinations that will determine the fate of Ubersreik.

Ubersreik Adventures II contains five all new adventures, along with a chapter expanding on events in the City of Ubersreik, the setting established in the WFRP Starter Set. It explores the fate of the city, as it teters between direct Imperial control, the influence of the Jungfrueds, and perhaps a glimpse of a more independent future. This section introduces new characters, locations and plots, and provides suggestions and advice on incorporating developments your characters may have experienced (or causéd!) during the events of The Enemy Within campaign.

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Warhammer Imperial Zoo

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Warhammer Fantasy RPG 4th Edition 

Imperial Zoo

from Cubicle 7

The Imperial Zoo is a bestiary and travelogue of three daring expeditions into the Old World, ranging from the heights of Karak Kadrin to the city of Miragliano in the southern land of Tilea. It includes profiles for over 60 unique creatures, beasts and monsters of the Old World perfect to challenge even the most competent of adventurers. Also included are six new pregenerated Characters, each with their own skills, talents, and shady past, perfect to pick up and dive into a campaign focuséd on the truly mammoth threats that stalk the Old World.

The Imperial Zoo includes:

  • A thrilling narrative following the exploits of a group of adventurers as they make their way across the Old World in search of knowledge, and less savoury glories.
  • Dozens of creatures, including unique named beasts that threaten any who cross their paths, from the unusual but lethal Preyton to the devastating dragon Caledir, the Scythe of Fire.
  • New creature traits to ensure every group finds a challenge in these pages. Rules for preserving and selling alchemical ingredients harvested from creatures, especially those touched by the winds of magic.
  • A quick reference chart of creature traits, to keep gameplay flowing during combat.

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Warhammer Up in Arms

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Warhammer Fantasy RPG 4th Edition Up in Arms New from Cubicle 7

Up in Arms provides options and guidance for Warhammer Fantasy Roleplay Characters who follow warrior careers.

It focuses on abilities that players and GMs can make use of to add variety and expertise to the fighting folk of the Old World.

The Old World is a dangerous place. With the Empire fractured within and threatened by enemies without, it is only wise to learn the skills of a soldier, or to employ those who already have. Some may say that to live by the sword is to die by the sword, and there is truth to this. But in the wilds of the Empire, to refuse to live by the sword is to die by the sword even sooner.

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Warhammer Sea of Claws

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Warhammer Fantasy Roleplay 4th Edition Sea of Claws from Cubicle 7

To the north lies the bitterly cold and tempestuous Sea of Claws. The sea separates the Empire from the lands of Norsca, where Marauder tribes beseech the forces of Chaos for glory and power and vast monsters make their lairs in the fjords. The coastal provinces of the Empire, desperate to escape the stranglehold of Marienburg, scramble to construct mighty navies and sea defences. Sailors, explorers, pirates, and wreckers all rub their hands in thought of the wealth to be won — but whilst a life on the ocean waves can reap great rewards, the risks are greater still.

Sea of Claws is a guide to adventuring on the seas of the Old World.

This 160 page book contains:

  • A trip around the coast of the Sea of Claws, from the Marches of Couronne, to the blighted shores of the Troll Country, to the frozen territory of the Bjornlings.
  • A guide to manning an ocean-going vessel, ship-to-ship combat, and new approaches to trade.
  • A bestiary of sea creatures from the diminutive Gymmcrab to the colossal Black Leviathan.
  • The Seafarer Class – eight careers for those who live on the ocean or by the coast.
  • Rules for exciting events, worthwhile endeavours, and deadly encounters during long sea voyages.
  • Information on the Cult of Manann, and the worship of Stromfels.
  • Famed seafarers such as Arch-Sealord Vrisk Ironscratch, Wulfrik the Wanderer, Jago Roth, and Long Drong, providing profiles for these great captains, and guidance on how they might influence adventures.
  • Sea of Claws is the perfect starting point for a new campaign set on the high seas, or the ideal book for those interested in taking an ongoing campaign out of the Empire and to distant lands across the seas

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Warhammer Archives of the Empire Vol 3

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Warhammer Fantasy Roleplay Archives of the Empire Volume 3

from Cubicle 7

ARCHIVES OF THE EMPIRE: VOLUME III - A GRIM AND PERILOUS EXPLORATION OF THE EMPIRE

Isabella, inmate of the Great Hospice and, if she is to be believed, sister to the Emperor, has compiled a new treatise on diverse matters of import and interest to the folk of the Empire. It seems Isabella has turned her mind to the concerns of business and the practice of obscure religions (or, in the case of the cult of Handrich, a bit of both!). Her research into ancient beliefs has led her to ruminate on the similarities and distinctions between the cult of the Old Faith, the worship of Rhya, and the practice of hedge witchery, including updated material on the background of such traditions, and the techniques used by their priests and practitioners.

She ruminates on how adventurers with a bit of cash to spare might branch out into legitimate business, and how such decisions may lead to further adventures in turn. She has also turned her attention to the trade of the armourer, and considers the problems and benefits involved in a suit of armour. She also turns her attention back to matters in Ubersreik, detailing the personality and attributes of one Lord Adalbert Knopp-Itzel, a semi-retired knight of the Reiksguard who seems set on restoring the reputation of the Jungfreuds.

Archives of the Empire: Volume III is a diverse collection of fascinating articles.

This time Isabella turns her attention to the activities of merchants, and the folk worship common to many rural corners of the Empire. Several minor faiths are explored in new detail, and forgotten beliefs brought under scrutiny. The archive contains: Legitimate Business Enterprises. A guide to setting up a business enterprise in the Empire, with detail on how to make a profit and grow from humble beginnings to a mighty concern.

The Cult of Handrich, God of Trade. Merchants throughout the old world seek Handrich’s blessing in their dealings, but his cult is a new one, and his priests are rarely encountered outside of Marienburg.

Folk Worship and Hedge Magic. The beliefs and traditions of those who live in the rural areas of the Empire are given scrutiny.

The Old Faith is a tradition of the ancient folk who lived before the coming of Sigmar, and which has now faded in relevance and power. The practice of hedge magic is described in detail, with several new spells. Minor gods, such as Khaine are discussed.

The Cult of Solkan, God of Vengeance. Whilst he is a mostly forgotten deity, whose puritanical creed is too stringent and uncompromising for most folk, Solkan promises aid to those who seek to wreak divine retribution.

The Cult of Rhya, Goddess of Fertility. Beseeched by those who till the soil and tend the sheep, Rhya may seem a distant deity by the folk of the Empire’s cities, but in the country to understand her ways often makes the difference between life and death.

Rules Updates and Additions.

The archive also includes new rules for different designs of armour, more minor magical effects, animal familiars for witches and wizards, updated starting skills and talents for Characters from the various districts of Altdorf, and Lord Adalbert Knopp-Itzel, a quixotic champion of the Jungfreud cause.

Archives of the Empire III provides another varied yet thematic collection of articles to add depth and variety to your games of Warhammer Fantasy Roleplay!

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Warhammer Imperial Zoo Collectors Edition

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Old price £59.99
£54.99
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Warhammer Fantasy RPG 4th Edition 

Imperial Zoo Collectors Edition

from Cubicle 7

Frau Vera Warnicke — It is with great pleasure that I write to inform you that I have at last received funding to commission the expeditions of which we lately spoke. Indeed, I expect that our patron should extend his largess to pay for not one, but three trips into the wild places of the Empire and beyond in pursuit of knowledge. I trust that those individuals you spoke of are available, and that they should be just as competent as you promised. I mean no mere foray into the hinterlands, to be back in time for supper in the University. These shall be true explorations of the deepest depths there are, for only the most impressive specimens could hope to excite those jaded academics of the Imperial Zoo.

The Imperial Zoo Collectors Edition is designed to be as in-universe as possible, with a faux leather cover, embossed details, Spot UV to highlight even more detail and texture, and a gold foil stamp that would make the finest print presses in Altdorf proud. The spine of the book is rounded with raised hubs, and the paper edges are deckled, giving them a distressed look reminiscent of the sort of dusty tomes one might hide in the attic from prowling witch hunters.

The Imperial Zoo is a bestiary and travelogue of three daring expeditions into the Old World, ranging from the heights of Karak Kadrin to the city of Miragliano in the southern land of Tilea. It includes profiles for over 60 unique creatures, beasts and monsters of the Old World perfect to challenge even the most competent of adventurers. Also included are six new pregenerated Characters, each with their own skills, talents, and shady past, perfect to pick up and dive into a campaign focused on the truly mammoth threats that stalk the Old World.

The Imperial Zoo includes:

  • A thrilling narrative following the exploits of a group of adventurers as they make their way across the Old World in search of knowledge, and less savoury glories. Dozens of creatures, including unique named beasts that threaten any who cross their paths, from the unusual but lethal Preyton to the devastating dragon Caledir, the Scythe of Fire.
  • New creature traits to ensure every group finds a challenge in these pages.
  • Rules for preserving and selling alchemical ingredients harvested from creatures, especially those touched by the winds of magic.
  • A quick reference chart of creature traits, to keep gameplay flowing during combat.
  • Six pregenerated characters, giving you everything you need to kick off your adventures right away.

The Imperial Zoo is a novel mix of bestiary and narrative, packed with ideas and in character commentary that illustrates how horrors such as Araknaroks, Chimeras, and Cockatrice are viewed by the denizens of the Old World. It is ideal to drop in to any ongoing campaign that could use some fresh encounters, or as a starting point for a group interested in tackling the horrendous beasts of the Old World for profit.

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