The Old World is a dangerous place. With the Empire fractured within and threatened by enemies without, it is only wise to learn the skills of a soldier, or to employ those who already have. Some may say that to live by the sword is to die by the sword, and there is truth to this. But in the wilds of the Empire, to refuse to live by the sword is to die by the sword even sooner.
Up in Arms provides options and guidance for Warhammer Fantasy Roleplay Characters who follow warrior careers. It focuses on abilities that players and GMs can make use of to add variety and expertise to the fighting folk of the Old World.
This 144 page book contains:
A discussion of the Cult of Myrmidia, giving the most comprehensive guide yet published to the beliefs and practices of those who worship the Goddess of Strategy.
Soldiers of all Stripes, detailing the experience of the rank-and-file members of the Empire’s glorious state troops, and providing new careers such as the handgunner, halberdier, and greatsword.
A history of the role of mercenaries in the wars of the Old World, including background and rules to support playing Tilean Characters and other dogs of war.
A guide to the renowned knightly orders of the Empire, with options for joining secular orders, templar chapters, or going it alone as a freelance knight.
An expanded list of weapons and armour, from basic arms such as swords and axes, to exotic specialised equipment such as weighted nets and pavises.
Rules for taking cover within vehicles and buildings — and counterpart rules for blowing vehicles and buildings up with devastating artillery.
Detail on the employment of hireling NPCs, including a system for generating individual quirks and work ethics.
Optional and additional rules covering new Endeavours, alternative approaches to Critical Injury, mounted combat, uses of Advantage, Pursuits, and Talents.
A huge letdown. The 2e equivalent book, Old World Armory, goes from "pretty good" to "masterpiece" by comparison.
In this book you'll find some new occupations, a bunch of stuff about the land of Tilea, a few weapons stats, and a few other tidbits relating to warriors and combat (seiges, knights, etc). I can't give this book a one because, while this is mostly uninspiring filler, there is probably something in here I would use if I ever ran 4e.
I mainly picked up this book, however, because it promised an alternative to the super clunky Advantage rules found in the core book. What I got, however, was an alternative system that is just as clunky and maybe even a bit more contrived. It seriously feels like it was thrown together in about five minutes and hardly playtested (much like the original advantage rules). There is literally part of the rules (the "who loses advantage if boths sides have equal combatants" rule) that tells the gm to just randomly decide what to do. If your game rules basically say "Eh, I don't know, just make something up", then maybe you should take another look at your rules before you release them.
Besides that, the art was ok (somebody really likes the color blue over at Cubicle 7 I guess) and there are some pretty massive errors in the text, like chunks of one page copy/pasted on the next page instead of the text that is supposed to go there (this has apparently been fixed in later pdfs but it's amazing that it was allowed to be released like that).
I'm honestly trying to find reasons to like this game but with releases like this it gets harder and harder.
Excellent supplement on martial themes in general in WFRP, with some especially nice tweaks to the combat system. Don't be shocked to see some of these ideas folded into the core rules in a future revision. Full review: https://refereeingandreflection.wordp...