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FANTASY FLIGHT GAMES 1975 West County Road B2 Roseville, MN 55113 USA 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. Warhammer Fantasy Roleplay © Games Workshop Limited 2005. This edition © Games Workshop Limited 2009. Games Workshop, Warhammer, Warhammer Fantasy Roleplay, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either ®, TM and/or © Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. 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ISBN: 1-84416-266-4 Rules for Armour Damage are based on those Black Industries World Wide Web site: originally created by Graeme Davis in the article www.blackindustries.com Armour has Feelings Too and Advanced Rules—Physicians Games Workshop World Wide Web site: are based on Is there a Doctor in the House by Andy www.games-workshop.com Warwick. Both articles were referenced from the Warhammer Grimoire, © Copyright 1990, Flame Green Ronin World Wide Web site: Publications Limited. www.greenronin.com 1 Table of Contents TABLE OF CONTENTS INTRODUCTION INTRODUCTION .................... 3 CHAPTER III: Livestock ..............................................83 Travel in the Old World ............84 What’s In This Book? ................ 3 AR M S OF THE OLD WORLD ... 27 Roads ................................................... 84 Final Notes ...............................4 Melee Weapons ........................27 Coaches, Carts, and Wagons ..... 84 Option: Encumbrance ..................... 4 Ordinary Weapons ......................... 27 Booking Passage .............................. 84 Availability ........................................... 4 Specialist Weapons ........................... 33 Water Travel .....................................85 Craftsmanship ........................... 5 Missile Weapons ....................... 37 Purchasing Vehicles ...................86 Option: Selling Goods ......................5 Ordinary Weapons ..........................37 Overland Vehicles.............................86 CHAPTER I: Specialist Weapons ...........................38 Watercraft .........................................86 Weapon Qualities .....................41 CURRENCY & TRADE .........6 Vehicle Combat ........................87 Denominations .......................... 6 Weapon Statistics .............................41 Border Princes .....................................6 Option: Damaging Weapons ....... 42 CHAPTER VIII: Bretonnia ...............................................6 Special Materials ...................... 42 PROPERTY & BUSINESS .......88 The Empire .......................................... 7 CHAPTER IV: GUNPO W DER Rented Locations ......................88 Coaching Inns ...................................88 Estalia .....................................................8 & WEAPONS OF WAR ........43 Hostels ................................................. 89 Kislev ......................................................8 Early Firearms ..................................43 Taverns ............................................... 89 Norsca ....................................................8 Matchlocks ..........................................43 Purchased Property ....................89 Tilean City-States ...............................8 Wheellocks and Flintlocks ............43 Land ..................................................... 89 Dwarf Coins ........................................8 Specialist Weapon Groups .......... 44 Buying Homes and Estates ..........90 Elf Coins ...............................................8 Engineer Weapons ......................... 44 Businesses ............................... 92 Other Lands ......................................... 9 Explosive Weapons ......................... 45 Guilds ................................................... 92 Exchange Rates .................................. 9 Gunpowder Weapons .................... 46 Income ................................................. 92 Forgery ....................................9 Weapon Qualities........................... 46 Types of Businesses ......................... 92 Barter .....................................10 Weapon Statistics ............................ 48 How to Barter ................................. 10 Weapons of War ......................48 CHAPTER IX: Trade and Economy ................... 11 Man vs. Machine ............................. 48 HIRIN G CHARACTERS ........ 96 Economic Processes .........................11 History................................................. 48 Ordinary Hirelings ................... 96 Merchants ............................................11 War Machines ..................................49 Craftman ........................................... 96 Trade Routes .....................................12 Mass Combat Weapons ................50 Entertainer .........................................97 Trade Goods .....................................12 CHAPTER V: Labourer ............................................. 98 Beyond the Empire ........................... 13 Servant ................................................. 98 GENERAL EQUIP M ENT .........51 Taxation .................................14 Specialist ..............................................99 Clothing ................................. 51 HAPTER Henchmen ..............................101 C II: Carrying Equipment & Containers ...56 Hiring Henchmen .........................101 OLD WORLD AR M OUR ......16 Food & Drink ..........................57 Loyalty ................................................101 Armour of the Empire ................ 16 Illumination ........................... 60 Fleshing out Henchmen .............. 102 Leather (Light) ..................................16 Personal Equipment ...................62 Ready-to-Use Henchmen ............ 102 Studded Leather (Light) ................ 17 Musical Instruments .................. 64 Guide .................................................. 105 Mail Armour (Medium) .............. 17 Reading and Writing .................65 Man-at-Arms .................................. 106 Scale Armour (Medium) ...............18 Tools .....................................66 Plate (Heavy) .....................................18 Manservant ......................................107 CHAPTER VI: Armour of Other Lands ...............19 Mercenary ........................................107 Using Armour ..........................22 SPECIAL EQUIP M ENT .......... 69 Mercenary Wizard ...................... 108 Armour Craftsmanship .................22 Draughts ................................ 69 Riverman .........................................109 Effects of Armour ..........................22 Poisons ................................... 71 Squire ..................................................110 Armour Decorations ..................22 Oddities .................................. 73 Translator ......................................... 111 Religious Paraphernalia ..............75 Inscribed Armour and Gear ........22 CHAPTER X: TREASURES