Warhammer: The Old World RPG Offers A New Take On The Empire

An easy way in for people less familiar with the lore.
1750708964907.png


The Warhammer brand is one of the few gaming IPs that has a similar cultural cache to Dungeons & Dragons. It has decades of lore that span multiple games and eras of the world. Celebrities have started to discuss painting (or neglecting) their armies. When Games Workshop released the Warhammer: The Old World miniatures game early in 2024, they wanted a fresh take on the setting that would appeal to potential customers who are new to the grim setting.

Warhammer: The Old World The Roleplaying Game, from Cubicle 7, looks to do the same on the RPG side of things. The game boasts a fresh take on the classic setting with a streamlined system meant for fast play. Cubicle 7 gave me access to an advanced PDF of the Player’s Guide for this article and allowed me to ask some questions of the design team.

“We wanted people less familiar with the lore to have an easy way in,” said Dominic McDowall, Game Designer and CEO/co-founder of Cubicle 7 Entertainment Ltd, “so each character has contacts. Your contacts give you advice or assistance, and also ground your character with background elements that tell you how you fit in. Besides that, we also designed the game to be easy to get your head around - simple to learn, and with a satisfying breadth and depth using those core principles”

“We considered how to make the game as accessible as possible at every step of development,” said Pádraig Murphy, Senior Producer at Games Workshop. “Even if you don’t know the name of every god or have a map of the Empire memorised, you will find the game invites you in. As Dom mentioned, contacts work really well for this. Focusing on one town, the port of Talagaad, also allowed us to show off the setting without immediately overwhelming new players and GMs. All of the depth of the setting is there once you’re ready for it, of course — this is Warhammer after all.”

Warhammer: The Old World The Roleplaying Game is set a few hundred years before its older darker sibling. Things have not gone to Hell in a handbasket like they have in Warhammer Fantasy Role Play, but you can see the basket in the process of being woven. Chaos cults and magical anomalies might be more rare but there’s still plenty of conflict in the air. There is no clear leader ready to lead the empire, which means all the city states are jockeying for power. Its through the cracks caused by these rivalries that Chaos begins to take hold.

Elements of the new game will seem familiar to fans that have played the original. The stats and skills are more or less the same. Characters still are built through class-like careers and encouraged to roll for random elements. While the company spins up content for this new line, it seems like it wouldn’t be too difficult to convert some of the more low key adventures of Warhammer Fantasy Role Play to use with this game.

“The ratcatcher was non-negotiable!” said McDowall. “One of the things that’s always important for us is capturing the feel of the setting we’re working on and reflecting that through our design choices.”

Combat and magic remain dangerous propositions. As players take injuries and summon unknowable power, they rack up a dice pool that’s rolled on a chart filled with the sort of awfulness expected in a Warhammer game. These dice can be disarmed if time is taken to bind wounds and discharge those energies but they can also quickly stack up during a battle and cause some unpleasant moments for player characters.

“We knew we wanted the possibility for players to suffer a grisly injury or two!” said Murphy. “We also wanted to keep the idea of degrees of success, and to make sure players had a chance to roll some dice when they were attacked to parry a blow or dive out of the way. Beyond that, the star of the show for me is the setting — the World of Legend is such a rich and rewarding world to explore, both as a developer and a player.”

Characters are given pieces that connect them to the setting and let them learn about it at their own pace. They get contacts, relationships and assets like businesses or holdings. These aren’t the amoral drifters expected to steal a dead man’s identity to kick off a grand campaign. These characters have homes, jobs and people they care about and, hopefully, fight for.

Which isn’t to say that this game is Warhammer: Animal Crossing. The players are linked by a Grim Portent which shows them the grave future that lurks in the dark spaces of the world. Perhaps they saw a Chaos ritual on the edge of their little town. Maybe they were drawn to a cursed location by a friend who didn’t make it out alive. They know that something's rotten in the Old World and they’ve got to stop it, whether for the greater good or simply to save their own skins.

“It’s a new take on a classic setting,” said Murphy, “with a snappy system and dynamic combat. It’s a great and accessible way to get your friends into a Warhammer Roleplaying Game if they’re not familiar with the setting, or if they aren’t normally into roleplaying games.”

“It's a great opportunity to explore a new era with its own flavour too,” said McDowell. “The new take on familiar elements mixes things up in ways you might not expect. Don’t take Sigmar’s ascendency for granted - invoking his name outside of the Reikland can land you in deep trouble if the witch hunters have recently rolled through town!”

Warhammer: The Old World The Roleplaying Game is due for a physical release in Q1 of 2026. Fans who pre-order the game can get access to early PDFs as they are completed.
 

log in or register to remove this ad

Rob Wieland

Rob Wieland


log in or register to remove this ad

Yeah that was weird to read, I am so used to the glory of Sigmar and how most of the other gods have been down played in WFRP
Yeah he’s not quite as beloved outside Reikland, and doesn’t get way more popular until after Magnus the Pious becomes Emperor and reunites the Empire. And he made some pretty major changes that were not Sigmarite doctrine at the time.
 


Not I'm not listing whether the rules are in the adventure's main book or the companion book. They come as a package when bought for Foundry, and I'm too lazy to look it up. Road travel rules (including stats for vehicles and animals) in Enemy in Shadows. Trading and river navigation rules (including stats and rules for riverboats) in Death on the Reik come to mind first. Bar game rules and rules for playing Gnomes in Rough Nights and Hard Days. Rules for influence and social networks in Power Behind the Throne. Skaven-specific mechanics in The Horned Rat. Steam tank & armored vehicle rules in The Emperor's Wrath. The adventures and their companion books also have lore-specific spells and addition information on religious and cult politics and campaign-specific miracles
Thank you for this breakdown, I bought all of the companion books as PDFs because I heard they had extra rules in them but after reading your post I was afraid they snuck even more rules into the adventure books. From what you have listed all of those rules are found in the companions so for people who just want the rules it is not necessary to buy the adventure books as well. I will let anyone know that the extra rules in each of those books are quite small and situational so generally not work it. The big exception is for Skaven, that book has a wealth of Skaven options and is a must buy for an WFRP fan.

Combat:
The basics of combat are you roll your attack skill and your opponent rolls their defence skill whoever gets more success wins with ties going to the aggressor. Then you deal damage if you beat their toughness then they take a wound. There is a list of several combat options and ways to give out some debuffs.

Faith
Faith comes in 3 steps, the first time you buy faith you gain a lore skill and a minor benefit. Ulric grants mountain lore, resistance to cold weather and bonuses to attack after you take a wound. The 2nd step grants you 3 prayers. These take an action to use but just happen, One of Ulric summons a wolf to help you with combat, while one of Sigmar makes it harder for people to cast spells. The final step in faith requires you to perform a great taste for your god then you can buy a single use miracle you can call upon. After you use it you can buy that level of faith again after you complete another task for your god
 



Magic overcomes you in a truly spectacular miasma of unnatural energy, ripping your body apart and spreading it over every Zone within Medium Range. You are dead, your body beyond salvation or reanimation, the fate of your soul left to the whims of the Winds of Magic.
"I can fix them."
- Nagash, probably
 


Wish they had a separate setting book. I have no interest in the system but would love to know more about the setting.
The best way to do this is to pick up core books of the miniatures games after they've moved on to a new edition (which happens fairly). You can usually find them for very cheap, they are packed full of lore and the pictures of the miniatures are gorgeous.
 

The best way to learn about the setting is to read the novels. In this order.

Beasts in Velvet
Drachenfels
Konrad, Shadowbreed, Warblade
Ignorant Armies
Wolf Riders
Troll Slayer
Skaven Slayer
Dragon Slayer
Demon Slayer
The Vampire Counts Trilogy
The Matthias Thulman Trilogy
The Mallus Darkblade Trilogy.

Once you’ve read them I’ll get you another list.
 

Pets & Sidekicks

Related Articles

Remove ads

Pets & Sidekicks

Remove ads

Top