OK; maybe in my previous look at 1st edition WFRP adventures I was a little harsh, though when you’re setting material like the Doomstones nonsense against the excellence of Shadows Over Bögenhafen it can be easy to look perspective. Having given a second look to some of the material from the period, I think there’s actually more gems from back then than I gave it credit for.
In both 1st and 2nd edition, some of the most absolutely beloved supplements for WFRP have been big, thick explorations of the unique metaphysic of the Warhammer world. It’s that cosmology, after all, which gives rise to the conventional religions of the setting, the ways of magic, and the forces of Chaos – all three, in fact, are manifestations of the Warp, just as they are in Warhammer 40,000 or Age of Sigmar. A close look at these supplements therefore seems in order if we’re going to hope for suitable sequels for 4th edition.
The 2nd edition of WFRP had a nice, healthy supplement line, with various types of product there. Some of these were lavish treatments of major aspects of the Warhammer world’s cosmology. Some of these were focused supplements based on various human nations or non-human cultures of the setting. Still others were perhaps less sexy than these items, but at the same time had a seriously utilitarian bent to them which made running or playing WFRP all that much easier. This article is dedicated to the latter.
The publication history of WFRP 1st edition materials is pretty wrinkled – a range of products that had been put out under Games Workshop or Flame Publications saw reprints under Hogshead Publishing, but others weren’t – Hogshead opting instead to skim off the cream, leave some perhaps less-than-stellar material behind, and cobble the best bits together in various Apocrypha collections, although ultimately only two were published.
Largely cobbled together out of little articles here and there – some from the pages of White Dwarf magazine, others from previous WFRP releases like The Restless Dead – Apocrypha Now! incorporates useful commentary on and expansion of the 1st edition rules, deeper pointers on roleplaying nonhumans along with some juicy Dwarf, Elf, and Halfling-specific careers (and details on playing Gnomes), and a brace of locations you can drag and drop into your campaign as the situation demands. (This includes two nicely fleshed-out adventures centred on nights at an inn – Night of Blood and A Rough Night at the Three Feathers – which had previously been reprinted in The Restless Dead, though the versions given here thankfully lack the unnecessary clutter of the pointers on how to integrate them into the Enemy Within campaign, or the token effort to turn them into episodes in a campaign spuriously stringing all the adventures in The Restless Dead together.)
Apocrypha 2: Chart of Darkness
Split between original articles (like some nice in-depth looks at funerary traditions and crime and punishment in the Empire) and reprinted material, this 2000 collection is much in the same vein as the previous one. Between this and the previous one you more or less get all the material worth reprinting from The Restless Dead (without, like I said, the unnecessary clutter of trying to tie them all together into one campaign or The Enemy Within), plus more besides.
And so we come to the end of our slog through the 40K RPGs of a now-bygone era with the supplements to Only War. There weren’t many of these – out of all the 40K RPGs under Fantasy Flight’s custodianship, Only War pretty much got the least love. Sure, Black Crusade only had one full-length adventure put out for it – but it at least had a supplement put out for each Chaos God, whereas there were only three Only War supplements and, as we’ll see, a pretty major gap in the line which Fantasy Flight had ample time to fill and yet didn’t. And by comparison all three of Dark Heresy, Rogue Trader and Deathwatch got stacks more support.
Still, Only War did get a few bits and bobs, and I’m going to cover them here so we can put it in the past and look forward to Wrath & Glory…
Hammer of the Emperor
This adds a nice fat chunk of extra regiment creation options, as well as a bunch of additional writeups of canonical regiments (including the Tanith First-and-Only from the Gaunt’s Ghosts series). You also get some rules embellishments (like mounted combat on horsies!) and advanced careers for most of the rank-and-file Guardsmen types. As fun as the advanced careers are for giving guardsmen a bit of extra flavour, there is a caveat: there was never a supplement published giving advanced careers for the Scholar careers – the Commissars, Storm Troopers, or Psykers of Only War – so if you have any of those in your party it may seem a little unfair to use advanced careers when they don’t have any available (unless you’re willing to cook up your own or trust in fan-written ones).
On the one hand, at least in the case of Commissars and Psykers I think you can make a case that the basic concepts are flashy enough that they don’t necessarily need Advanced Careers – on the other, it’s a shame that they don’t get the additional differentiation that Advanced Careers offer. As such, this aspect of the supplement is one you might have to finesse a little depending on the preferences of your group.
Shield of Humanity
This does the Hammer of the Emperor job for your support specialists – your Ratlings, Ogryns, tech-priests, regular priests, those sorts of folks. Emerging in 2014, it was the last non-adventure supplement put out for Only War, which adds insult to injury when it comes to the lack of an equivalent for the Schola characters – FFG were able to put out supplements for Dark Heresy 2nd edition for subsequent years so the failure to fill out the line like they did for Black Crusade and 2nd Edition Dark Heresy is a little galling.
Then again, it may be indicative of overall poor sales for the line compared to the other two games. Somehow this supplement, as interesting as it is for the support characters, feels a little lightweight – it feels like at points they are stretching a little hard to find new archetypes to based Advanced Careers around, for instance. I do wonder whether a better approach would have been to condense the material here down to the absolute best bits and use the space saved to give a little love to the Schola careers instead.
Enemies of the Imperium
Your standard enemies supplement, standing out from the 40K RPG pack by the fact that it also includes a substantial breakdown of a human faction – not Chaos cultists, not Genestealer-contaminated nasties, but regular ol’ humans. Specifically, the book includes an extensive unpacking of the Severan Dominate, an area of space that has declared secession from the Imperium which was introduced in the core rulebook.
The nice thing about the Dominate is that though in their desperation its leaders are not above engaging in gentle diplomatic contact with alien races, for the most part it consists of citizens who still entirely believe in the Imperial Creed. Regardless of whatever undeclared reasons Duke Severus might have for declaring independence, the publicly declared casus belli – and thus the reason most of the Dominate’s citizens believe they’ve left the Imperium – is the corruption of the High Lords of Terra. The Dominate still believes in the Emperor – they just don’t believe in those who claim to speak for him. And since Imperial history includes periods like the Age of Apostasy, the idea that the central government might end up deviating from the true path and that rebellion against it may therefore become justified actually has a certain currency in the setting.
The upshot is that the Dominate provides a delightful opportunity for Imperial Guard regiments to face disturbingly familiar forces and have delightful “Are we the baddies?” conversations, so seeing them fleshed out in the first tranche of Enemies of the Imperium – as well as delicious suggestions about the desperate and ill-advised avenues Duke Severus may explore once the Dominate starts to crumble – is very welcome, and helps set Only War apart from much of the rest of the 40K RPG settings.
Standard screen, average adventure, expanded ideas on how to actually structure and run a Guard-based campaign. Again, worth it if you want the screen, not really worth it otherwise.
The two adventures released for Only War – Final Testament and No Surrender – didn’t really grab me. I think the issue is that for the purposes of Only War I’d almost say that the actual events of battle would be more of a backdrop and a basis for combat missions in any game I’d actually run, whilst for in-depth roleplaying and character interaction and setting immersion purposes the truly important thing is the player characters’ regiment – and since the adventures are designed to be fairly agnostic about what regiment you’re running with, they naturally can’t give that much attention to intra-regiment interaction.
Ah, Only War. The 40K RPG based around the Imperial Guard was originally going to be a supplement for 1st edition Dark Heresy before Fantasy Flight decided that the subject was big enough to deserve its own game, it ended up inadvertently becoming the model for 2nd edition Dark Heresy in the way it carried forward and built on the system amendments introduced in Black Crusade – especially when fan backlash over the Dark Heresy 2nd edition beta prompted Fantasy Flight to revert to a system much closer to Only War‘s to retain a bit more backward compatibility.
Which isn’t to say that Only War is merely a generic rules testbed – it really goes for the Imperial Guard flavour in some crucial ways. The Comrade rules are great not only for getting the sense of being part of a large, mutually supportive organisation, but also for allowing the referee to present a bit more of a meat grinder than would otherwise be viable. The fact that the PCs all hail from the same regiment really helps distinguish this from Deathwatch (where, though single-Chapter games are completely viable, the text very much assumes you are going for a multi-Chapter party), and as well as being true to the Imperial Guard structure also suggests common roots among the PCs to an extent that none of the other 40K RPGs do. The inclusion of vehicle rules and create-your-own-regiment rules in the core book makes it nicely complete by itself. There’s Ogryns and Ratlings, which I think is the first time abhuman PCs have been added to the 40K RPGs at all.
It’s a simple concept executed with stacks of flavour straight out of the core book, which is just really nice all around. Thumbs up.
So to continue my 40K RPG roundup, I might as well go over the various supplements for Deathwatch. Perhaps more than any other 40K RPG line, Deathwatch‘s supplements had this odd split between ones which were useful for more or less any Space Marine-themed game and ones which were very much focused on the Jericho Reach, the default setting of the game. That’s odd because I genuinely don’t remember the Reach getting that much of a buzz, and I wonder whether Fantasy Flight were trying a bit too hard with the Reach-focused supplements to get people to care about a setting which hadn’t taken off. (Perhaps part of the issue is that, as the Ordo Xenos’ designated Troubleshooters, you can pretty much send the Deathwatch anywhere, and the Jericho Reach just wasn’t as interesting as any other random sector in the Imperium people could use.)
Still, the less Reach-focused supplements were, by and large, pretty badass.