Overall appearance
Forces of Fantasy
looks a lot more professional than the game it expands. The layout is
professional, arranged in neat columns with a good font rather than
the type-writer blurbs in the basic rules. The art is still very nice
and varied. Blanchitsu box-cover and the art inside by various
artists, include Tony Ackland, Nick Bibby and of course, John
Blanche.
Forces of Fantasy
The eponymous
booklet of the publication holds a large collection of army lists and
includes the army selection rules and introduces a points system for
organising your army into battalions of 1000 points.
It is the most
wargame-oriented booklet of the set, and also introduces rules for
regimental leaders and champions, banners and musicians. The rules
for capturing an enemy standard are very characterful and
complicated, basically a dice-off between both units, the loser
suffering casualties and the winner capturing the standard. Very
cinematic.
This booklet also
gives the rules for the Leadership Factor characteristic.
The point system
is not fully detailed as in 2nd edition/rogue trader, but
a list of equipment values is given just before the army lists.
There are a lot of
army lists, 4 types of humans (North, East, West and Oriental), 4
types of elves, Halflings, dwarves, gnomes, Orcs, several Goblin
variant (Great Goblins, Red Goblins, Hobgoblins, Night Goblins),
Chaos, Slann, lizardmen, undead, Giants and Monstrous Hosts. Each
army has several troop-types on offer and details the
character-models available to the armies. New special rules and
abilities are also introduced as well as a 3d character type just for
the Oriental Humans: the Martial Hero (basically a Wuxia
Shaolin monk “class” with amazing stats).
Once more, Chaotic attributes are mentioned but not detailed, and even the Chaos character models don't get rules in this book, the reader is once more referred to a 'forthcoming' supplement called "Realms of Chaos" to create his leader characters. The "Mark of Chaos" article from the First Citadel Compendium is presented as alternative, to use while awaiting the Realms of Chaos expansion, possibly in conjunction with the Character generation rules of FoF volume 2: Fighting Fantasy Battles.
The character
profiles for heroic leaders and wizards are introduced and have a
rough level system.
The wizard levels
were already mentioned in Volume 3 of the basic boxed set, but are
now codified into:
Mastery Level 1:
Novice
Mastery Level 2:
Acolyte
Mastery Level 3:
Adept
Mastery Level 4:
Mage
Heroes get three
levels to measure their power and ability, which start at much hire
characteristic scores than would later be the case:
Minor hero
(compared to
normal creature: +2 WS, +1 I, +1W)
Hero
(+3 WS, +2 BS,
+2W, +5I, +1A)
Mighty Hero
(+4 WS, +2BS, +1S,
+1T, +2W, +8I, +2A)
Some races/armies
have access to all levels of wizards/hero, while other are limited to
“Acolyte” level wizards and Heroes at best. Halflings are worst
of, no wizards and only up to Hero level Characters.
It is a very
useful booklet as the arrangement of text and the characteristic
profiles are very readable. In addition, every army-list also
includes a random generation table to generate the kind of creature a
party encounters in a random encounter. I.e if the GM generates a
random encounter with some Orcs with the tables in Vol3. Characters,
he may use Forces of Fantasy to see what kind of Orcs they are.
Each army/race
gets a bit of background, but it's very summary compared to later
publications. As of yet, nothing of the warhammer setting is set in
stone.
Fighting Fantasy Battles
Fighting Fantasy
Battles is a mixed affair, introducing new rules for siege weapons,
fire, buildings (and setting them on fire) and (finally!) Personal
Characteristics along with painting and wargaming advice.
We also get the
long awaited rules for Fighting Defensively (which allows you to stop
an enemy from attacking you), which is a very characterful rule and
ideal for RPG combat.
The rules for
mounted troops also add detail for small engagements if so desired.
There is also a
chart to generate random hazards (animals, monsters and undead)
inhabiting terrain features on the battlefield that units walk into,
very much like Newhammer's terrain rules. Generally there is a 5-10%
chance that any terrain feature holds some kind of creature. I think
it can be useful for sandbox adventures, or when the Player
characters seek out a resting place in the wilds.
The rules on
personal characteristics does not provide much rules for
characteristic tests, only Willpower introduces a system for Magical
Resistance, but all other characteristics are limited to providing
guidelines on what psychological conditions affect a character.
Leadership was detailed in the Forces... Booklet.
Intelligence
determines if a character is subject to Stupidity,
is a fast or slow learner, if a character can be a wizard (INT 5+
required) and how fast one learns skills or gets promoted in a day
job in one of the skill professions.
Willpower
introduces a system for magical resistance, and gives dwarves extra
flavour by making dwarfs with WP 16 (?) so immune to magic that they
cannot wield magic items, nor become wizards and cause fear to any
wizard within 12”.
Cool
is very much the characteristic of self-control in this edition.
Characters with a particularly low Cool are subject to Frenzy while
those with a high cool may be immune to Frenzy, Fear and Terror.
There
is also a page detailing the random generation of mercenaries. It's
interesting, but very much geared towards the wargame tier of
Firsthammer rather than the RPG side of the system.
Then
comes a bunch of pages detailing the tactics, organisation and
uniforms of the various races, followed by the Regiments of Renown,
who give us new insights in the warhammer world. Many of the
regiments or characters are still around to this day, including Josef
Bugmann, Menghil Manhide, Grom -the paunch of misty mountain and
Golgfag and his mercenary Ogres.
The
chapter that interested me the most is the chapter on randomly
generating Heroes and Wizards, in a manner that is quite possibly the
inspiration for the Realms of Chaos warband rules!
It
has a bunch of tables to determine hero/wizard level, their
characteristics, any possible magical equipment, fantastic mounts and
the chance of and number of followers a character has and what kind
of followers they might be (including animal/monster companions).
It's not at all balanced and I can't imagine these rules to see much
use in wargame battles with armies created using the battalion rules,
but I can see it's value in as a character generator in an RPG or
Skirmish campaign!
When
used as character generation rules for an RPG variant of Firsthammer,
you'd get characters that are more durable and possibly have a few
magic items and/or followers. I also like the remark that the quality
of randomly generated heroes is “In the hands of Goethi and Spanaal
the Gods of Chance”!
There
are rules for generating heroes for the three races available for
player characters in the Role-play variant, Men, Elves and Dwarfs. It
also gives a bit more differentiation between the 3 races, Dwarfs
being slow but tough having the highest possible wound score among
the three but lowest initiative levels, while elves are skilled, fast
and fragile (least max. wounds) and humans are somewhere in between.
The followers generation table for human characters is the most
diverse and might also factor in a character's alignment, some
results giving a human hero the choice between a Dwarf or Ogre or Elf
or Orc as follower.
It
also strikes me that elves have the lowest possible amount of
followers (d8 at best for a mighty hero/mage), while Dwarves have the
highest (3d10 for a Mighty Hero/Mage) and humans are again in between
(2d10 for a Mighty hero/mage). It seems unfair to have a quite
powerful race have the most henchmen, but in contrast to humans and
elves, Dwarfs get no 'creature' followers (which includes manticores
and wyverns!) like humans and elves do, nor may they have Fantasic
Mounts, so the possibilities of such may balance things out.
Hey,
let's make a hero!
Ackny Toland,
Minor Hero
Weapon skill: 8
Bow Skill: 3
Strength: 2
Toughness: B
Wounds: 1
Initiative: 3
Attacks: 1
Magic weapon (10% chance): none
Other magic (5% chance of 2): none
Followers (20% chance): none
Arcane Magicks
The third booklet is the most Role-play oriented of the lot. We get a
bunch of new magic items, magic item random generation rules, a few
new spells, new creatures and a more detailed and expanded treasure
generation table, detailing the possible 'treasures' found in various
kinds of buildings. Points values for magic items are not all to common throughout the book, but most rules include a monetary value in gold crowns, the currency used in the Role-play variant (WH1 vol.3).
Once more magic is very much geared towards (role playing) campaign play, but has
the potential to add a lot of flavour and excitement to the battle
game.
I like they way magic weapons are handled in this edition, weapons
often having a certain alignment (chaos, evil, neutral, good, avarice
or hunger), a willpower factor and possibly even a name! All these
factors must be taken into account to see if a character can wield
the magic item at full effect or suffers penalties using it, a
slimmed-down version of this was used in WFRP ed. 1 where you must
pass a WP-test to be able to use a magic item.
Unlike the white box Vol.2: Magic, there is not a whole lot of
setting-notes beside the introduction of Araby and its native magical
creatures (Djinn and Efreet) and items (flying carpet, magic lamp,
magic rope) and the chapter on Power weapons.
Forces of Fantasy as a whole introduces the Slann as the ancient race
of 'creator god-aliens' thet build the world and brought in magic,
the artefacts of the Slann being presented as Arcane Rods and Power
weapons. Arcane Rods are basically storage units for magical energy
that can be used to cast, enhance or resist spells. Power Weapons are
more dangerous items, which can enslave weak-willed characters and
drain away their willpower up to a point that the character is
compelled to undertake a long journey to some Slann ruin where some
ritual takes place that results in mastery of the weapon. Power
weapons are a bit like the later Deamon Weapons in that way (powerful
but dangerous to wielder and victim alike), but also find employ as
“laser-guns” and heavy hitters. These weapons should obviously be
very rare and highly sought after by ambitious characters and/or
villains and may inspire a campaign arc. Finding one by random chance
in a sanbox environment might add a defined plot to such a campaign
if the GM is willing.
The book of battalions
This booklet details some army lists. I'll not go into details on
these, for I am more concerned with the RPG aspect of things.