Warhammer Fantasy Roleplay 5th Edition Is Coming in 2026

WFRP 5E will be back-compatible with existing 4E materials.
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2026 will the 40th anniversary of Warhammer Fantasy Roleplay, the classic British fantasy TTRPG launched in 1986 by Games Workshop. It's also the year of a brand new edition of the game, with WFRP 5E hitting shelves, courtesy of Cubicle 7.

Cubicle 7's CEO Dominic McDowall, in an interview with Wargamer, indicated that the new edition will be backwards compatible with 4th edition, retaining the classic d100 system, and set in a similar time period. There will be a conversion document of sorts, but most older material will be usable with ease.

McDowall said that the goal is to 'standardize' things more, and remove subsystems which don't add enough player satisfaction in relation to their complexity. Existing 4th Edition books will not be re-released, and a new 'mega campaign' is being worked on.

WFRP has been published by various publishers over the decades--Games Workshop, Hogshead Publishing, Green Ronin/Black Industries, Fantasy Flight Games, and--since 2018--Cubicle 7. The game is set in a 'grimdark' fantasy setting called the 'Old World', with various regions very loosely based on countries in the Middle Ages. One of the game's predominant themes is the battle against Chaos, as represented by beastmen, mutated ratmen (Skaven), and dark cults.
 

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I've never owned print editons of anything Warhammer. I've bought a number of the rules PDFs for WHFRP and WH40K over the years when they were on sale, but never sat down to table for it. Somewhere around 2010 I got a WHFRP 3 HC lent to me with the idea that I could buy it for cheap if I liked it, but I didn't. It had a core mechanic with proprietaty dice, which I believe was an early predecessor of FFG SW and Genesys. I didn't care for it.

Right around that time I ran into a game developer at a local CON that'd worked on WHFRP 2 and he sent me a PDF. I really liked it, but was disappointed to find out the CRB had long ago disappeared from LGS shelves. I also couldn't find copies at online stores and preowned copies were selling for hefty prices. Seemed ridiculous that something that had only debuted 5 years earlier, was no where to be found, or close to affordable.

I own a number of videogames set in WHFRPs world and really like the setting and lore. But at this point I feel I missed the boat with it, already owning too many TTRPGs to invest in it.
 
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So I have a pretty basic question about careers.

When one starts their first career, let's say Rat Catcher, does the PC get all those bonuses listed in the character description, or do you have to buy them as you go along?

If you buy them as you go along does that mean the numbers listed represent the upper limit one can buy the skills, et.al. up to? (I assume they do but clarification don't hurt.)
I'm assuming you're talking about 1e or 2e seeing as you're mentioning bonuses and 4e doesn't have that in the same way. So you mean the bit in the career description that looks something like this?
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These are your potential advances. You can spend 100 XP to either increase one of the values in the top row by 5%, or one of the values in the bottom row by 1, up to a limit of what the advance scheme says. So taking all the advances for a Rat Catcher would cost 1,000 XP (100 each for WS and T, 200 each for BS, Ag, WP, and W). When you make a character, you get one free advance, so you sort of get a head start – so you only have to pay 900 to get through it.

Careers also have some other stuff going on, like this:
1761265724516.png

For your first career, you get all the associated skills, talents, and trappings. In some cases the list says "A or B" in which case you get one of them. Career Entries are a list of careers from which you can enter this career (this is mostly useful for planning – if you want to become an Assassin, you can see that you must first become a Champion, a Duelist, a Judicial Champion, an Outlaw Chief, a Spy, or a Targeteer), and Career Exits is a list of careers you can easily enter from this one.

Going from your first to your second career only requires two things: acquiring the appropriate trappings (you can't become a Cat Burglar without rope, a grappling hook, and lock picks) and spending 100 XP. It's a bit unclear whether you also need to clear your advancement scheme – on one hand, it says "Eventually you will have bought every advance available within your first career. When this happens, it is time to change careers.", but on the other hand it's not listed as a requirement for taking your second career. Either way, I would strongly recommend taking them anyway.

If you are not happy with the career exits available to you, you can spend 200 XP instead of 100 and take any Basic career, with some restrictions based on background and race (you can't just decide one day to become a Noble). This doesn't require you to finish off your advancement scheme. Basically, you're starting over instead of working forward.

Changing careers gives you a new advance scheme, where you replace any lower value with a higher value. The Cat Burglar's scheme looks like this:
1761266457972.png

These are all just higher than your old scheme, so they just overwrite it. Should you instead have taken the Tomb Robber career, for example, with BS —, you'd still keep your BS +10%. There's also a (partially) new list of stuff:
1761266693526.png

As previously said you need to have the trappings before you can start that career. As for the other skills, talents, and now advances, you need to learn those to complete the career. In this case you already have Concealment, Perception, Search, and Silent Move from your time as a Rat Catcher, so you don't need to learn them again. You can take them again, getting +10% to them, but you don't have to. You also need to take all your advances to move on – no more ambiguity on that point. So finishing off the Cat Burglar career after having done the Rat Catcher career would cost:
900 XP for net WS +5%, S +5%, Ag +15%, Int +10%, W +2.
700 XP for Evaluate, Gossip, Haggle, Pick Lock, Scale Sheer Surface, Secret Language (Thieves' Tongue), and Secret Signs (Thief). You already know Concealment, Perception, Search, and Silent Move from your old career, but you have the option to spend 100 XP on each of them for +10 to that specific skill.
400 XP for the four talents.
So a total of 2,000 XP in addition to the 900 XP you spent to finish the Rat Catcher career and 100 XP to switch it up. And now you're ready to spend another 100 XP to become a higher rank of criminal: a Crime Lord, a Fence, a Master Thief, a Racketeer, or a Vagabond. OK, the last one is a step down, but the others are up- or sidegrades.

This is all for 2nd edition. 1st edition is similar, except:
  • It doesn't separate skills from talents. Some skills are just passive bonuses, others open up new things to do, and others give you a bonus to things anyone can do. But they're all skills.
  • Advances are +10% instead of +5%.
  • Probably some other details, but basically the same.
It should also be noted that changing careers can often require some in-game events as well, depending on the career. Going from Rat Catcher to Cat Burglar is no big deal, but becoming a Steward of a castle might be hard to combine with the job of an adventurer (unless your campaign is focusing more on courtly intrigue, in which case: great!). In many cases this is expressed via the trappings needed to change career – you can't be a Sea Captain without a Ship.
 



So I have a pretty basic question about careers.

When one starts their first career, let's say Rat Catcher, does the PC get all those bonuses listed in the character description, or do you have to buy them as you go along?

If you buy them as you go along does that mean the numbers listed represent the upper limit one can buy the skills, et.al. up to? (I assume they do but clarification don't hurt.)
Staffan has answered for 1e/2e really clearly. 4e came out 7 years ago so it was likely that edition.

It’s different in 4e. The good news is that the upper limits have been removed. Instead there are diminishing returns as the cost of advancing an ability or skill becomes more expensive as it is developed. That does mean if you wanted to you could spend your entire career as a sewer jack if you wanted to.

There is still guidance as each career has skills and abilities linked to them that you can develop. However you try some unusual learning - advancing skills and abilities outside of your career - with training, some rationale and a little silver or Endeavours.

You also move away from 5% blocks to 1% each. Meaning you can be smoother how you develop. Useful if you want to get to a nice round number. Otherwise it’s very similar to 2e. You get a head start with 5% for your starting ability scores and 40% to spend across starting skills.
 
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Staffan has answered for 1e/2e really clearly. 4e came out 7 years ago so it was likely that edition.

It’s different in 4e. The good news is that the upper limits have been removed. Instead there are diminishing returns as the cost of advancing an ability or skill becomes more expensive as it is developed. That does mean if you wanted to you could spend your entire career as a sewer jack if you wanted to.

There is still guidance as each career has skills and abilities linked to them that you can develop. However you try some unusual learning - advancing skills and abilities outside of your career - with training, some rationale and a little silver or Endeavours.

You also move away from 5% blocks to 1% each. Meaning you can be smoother how you develop. Useful if you want to get to a nice round number. Otherwise it’s very similar to 2e. You get a head start with 5% for your starting ability scores and 40% to spend across starting skills.
Another major difference in 4e is that all careers have a built-in staked-out career path, looking like this:
1761302830761.png

The characteristics marked with a cross are the ones you can advance at level 1, with the copper crossed axes, the silver skull, and the gold shield becoming available at levels 2, 3, and 4. You also get access to more skills, usually a higher status, and different talents – unlike skills, you can only get talents from your current career level.

The biggest difference from older editions is that there's no requirement to change or advance careers to get better. If you're fine being a Rat Hunter for your whole life, you can just keep sinking XP into the stuff that's available to Rat Hunters and be the best darn Rat Hunter that ever Hunted a Rat. It's perhaps not the most efficient thing to do since there are diminishing returns to your increases, but you can do it. You probably want to get to at least level 2 as in most cases that's when you start getting seen as a professional and not an apprentice (for most careers, the level 2 title is the same as the career itself), but level 3 and especially level 4 usually implies some level of settling down and getting a position of authority which might not sit well with everyone. Perhaps not so much for a Ratcatcher, but the Racketeer career for example goes from Thug to Racketeer to Gang Boss to Crime Lord, and the trappings for a Gang Boss include a "Gang of Thugs and Racketeers" and for Crime Lord include "Subordinate Gang Bosses". Level 3 and 4 also require you to spend one downtime unit between adventures taking care of business, or you'll drop one level in your class. It's not a wasted downtime unit (you still get money for it), but it does reduce your options. If you're a Gang Boss and don't spend time Bossing your Gang, you won't have a Gang to Boss anymore.
 

I love that rat-catcher career so much. Our rat-catcher (career acquired during the horned rat adventure) had their small and vicious dog killed in a fight with the Skaven and developed (hatred Skaven). She’s now the most feared Skaven slayer in the empire!
 

In an exclusive reveal, RPG publisher Cubicle 7 has informed Wargamer that a new edition of the classic Warhammer Fantasy Roleplay system is almost ready to launch, due in 2026 alongside the 40th anniversary of the classic grimdark fantasy RPG. Head of Creative and Design Dominic McDowall promises that fifth edition will be an "evolution, not a revolution" of the familiar fourth edition rules, and that backwards compatibility with current supplements is "one of the key things" the design team has prioritised.

The fifth edition rules will be backwards compatible with fourth edition, great news for anyone who has a heaving shelf full of fourth edition books. "The numeric ranges [for difficulties] are all the same, the names for [skills and talents] are the same", McDowall-Thomas says, though the specifics of how an ability functions may change. He expects there will be "a couple of things that will have changed enough that we'll put out a document to accompany the launch" to explain how to square them, but for the most part, you should be able to use older supplements without much fuss.

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In general, you shouldn't expect fourth edition books to be rereleased with updated rules any time soon. "One of the reasons for the backwards compatibility is that we've got so many plans, the last thing we want to do is to have to go back and remake anything that we've already done", McDowall-Thomas says.
Wild that first edition has like, by far the strongest of those covers, visually and that isn't just nostalgia talking because I'd forgotten that was what it looked like, and had to go check it really was! (Unusually modern-looking for the era) I do appreciate 4th's visual nods to 1st though, that's very cute. 3rd is awful oof. Let's hope 5th's cover is at least close to the best two.
 

Wild that first edition has like, by far the strongest of those covers, visually and that isn't just nostalgia talking because I'd forgotten that was what it looked like, and had to go check it really was! (Unusually modern-looking for the era) I do appreciate 4th's visual nods to 1st though, that's very cute. 3rd is awful oof. Let's hope 5th's cover is at least close to the best two.
That 1e cover is very memorable, almost as much as the chaos spawn so many of my PCs devolved into!
 

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