*WARNING* The following play session includes rules failures, drunken ramblings, and an impolite amount of cursing.

On a mission for their Master, two Skaven must endure great trials, face horrible foes, and find a way to avoid killing each other in the process.

Arvandus Youtube


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6 comments on “Warhammer: The Black, the Grey & the Skaven

  1. CallmeIshma3l says:

    What… what was Dan doing to that cat? Cause that’s not what “Best Friends Forever” sounds like. That was some Elmira shit, is what that was.

  2. Captain Red Ram says:

    I love David’s Skaven voice. It got a little strange at the end and it worked. Also don’t use warp stones kids.

  3. MDMann says:

    Perhaps Floppy Hardware could play Stikkit Kin, Skyre Warplock Engineer next time?

  4. Sam says:

    Loved the tie in at the end, I’d like to think that all Rebel Radio one shots fall back to that somehow…

    PS. Dan please stop picking on that poor cat omg

  5. Evan says:

    Rules all sounded legit to me. Admittedly I have not played tabletop Warhammer.

    Also, Woohoo! First shout out since Patreon subscription happens on a Rebel Radio ‘cast! Couldn’t ask for better.

  6. Steve says:

    As someone who played 2nd edition I can say that you guys really missed out on finding ways to increase your odds. Outnumbering is one simple way to get a bonus. 2:1 gets you +10%. You can then aim for +10% or all out attack for +20%. Similarly, various weapon qualities can help or hinder you. Buying a cheap weapon (quarterstaff was our go to) at best quality gives you a bump to your WS without breaking the bank.

    Another godsend is ranged weapons. They can’t be dodged or parried. You may only get one shot with your crossbow before melee, but its one shot that the enemy can’t parry. Shields and balanced weapons help a lot on the defensive side of things (as does armor!), Multiple fights per day is not normal in WHFRP. That rate of violence is likely to result in your death. Most warhammer characters don’t fight a duel at dawn and then proceed to slay cultists over lunch (since they are at the barber or the doctor trying to recover after the duel).

    Also, more players helps. Having one injured person in four allows that person to be defensive while the others pick up the slack. With only two characters (which weren’t working together at all), one person getting heavily injured would be a disaster.

    That’s just my two cents though.

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