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Hero's Call: A Review Of The Epic Supplement For Warhammer Fantasy Roleplay

Hero's Call: A Review of the Epic Supplement for Warhammer Fantasy Roleplay

Hero's Call is the final supplement for the third edition of Warhammer Fantasy Roleplay (WFRP), published by Fantasy Flight Games in 2013. It is designed to take your campaign to the peaks of power, with new high-powered careers, regional options, two new player races, action cards, spells and blessings for Ranks 4 and 5, and tips for challenging high-level parties. It also includes a complete adventure, "The Art of Waaagh!", which pits the heroes against the forces of Archaon the Everchosen, the ultimate enemy of the Old World.

Hero's Call: A Review of the Epic Supplement for Warhammer Fantasy Roleplay

In this review, I will give an overview of the contents of Hero's Call, and share my thoughts on its strengths and weaknesses. I will also compare it to other supplements for WFRP 3rd edition, and give some suggestions on how to use it in your own games.


Hero's Call is a 80-page PDF that can be purchased from Fantasy Flight Games' website[^1^]. It is not a complete product by itself, as it requires the core set and other components from previous supplements to play. The PDF contains the following chapters:

  • Introduction: This chapter gives an overview of the supplement, and explains how to use it with the core set and other supplements. It also introduces two new player races: ogres and half-vampires.

  • Careers: This chapter presents 12 new careers for Rank 4 and 5 characters, such as Arch Lector, Champion of Chaos, Dragon Slayer, Master Engineer, Master Thief, Ogre Maneater, Vampire Hunter, and Witch Hunter. Each career comes with a description, a career sheet, a career ability card, and several action cards.

  • Regional Options: This chapter provides regional options for men and dwarfs from outside Reikland, such as Averland, Hochland, Kislev, Middenland, Nordland, Ostermark, Ostland, Stirland, Talabecland, Wissenland, Karak Azgaraz, Karak Hirn, Karak Kadrin, Karak Norn, and Zhufbar. Each region comes with a description, a regional ability card, and several talent cards.

  • Magic: This chapter introduces new spells and blessings for Ranks 4 and 5 characters. There are 12 new spells for each order of magic (Bright Order, Celestial Order, Grey Order, Jade Order), and 12 new blessings for each cult (Cult of Manann, Cult of Morr, Cult of Myrmidia, Cult of Shallya). Each spell or blessing comes with a description and an action card.

The Art of Waaagh!: This chapter contains a complete adventure for Rank 4 or 5 characters. The adventure is divided into four parts: The Gathering Storm (the heroes learn about Archaon's invasion and try to stop his heralds), The Battle of Black Fire Pass (the heroes join the imperial army in a desperate stand against Archaon's horde), The Siege of Middenheim (the heroes infiltrate the besieged city and try to break the siege), and The Final Battle (the heroes face Archaon himself in a climactic showdown). The adventure comes with a description of each part,

a map of Black Fire Pass and Middenheim,

several encounter cards,

  • and several notable adversary cards.

Appendix: This chapter provides some additional rules and guidelines for running high-level campaigns in WFRP. It covers topics such as fame or infamy,



  • and adversaries.


Hero's Call is a well-written and well-designed supplement that offers a lot of content for high-level campaigns in WFRP. Some of its strengths are:

Epic scope: Hero's Call delivers on its promise to take your campaign to the peaks of power. The new careers,

regional options,


and blessings are all very powerful and thematic,

and allow you to create truly legendary heroes or 04f6b60f66

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