TEXT: Empire at War – NPC’s converted to WFRP II 
   
  Page 1 
   
  EMPIRE AT WAR 
   
  NPC’s Converted to WFRP II  
  by  
  Rolph Segers 
   
  With permission of the original authors  
  Alfred Nuñez Jr., Paul Adler, Timothy Eccles and John Foody 
  This document contains npc conversion of the unofficial alternative to the last part of the ‘The Enemy 
  Within campaign’: ‘Empire in Flames’. ‘Empire at War’ can be found on the strike-to-stun site here: 
  http://www.strike-to-stun.com/Downloads/eaw.zip 
   
  Some notes on the conversion (what I did and didn’t do): 
   
  For the conversion I’ve made use of the Liber Fanatica (LF) v1 article ‘Converting Characters from 
  WFRP1’, with the exception for the change to Mag for which I used the Magic user level (and not the 
  Magic user Level +1).  If your interested the LF volumes can be found here: http://www.liberfanatica.net/.  
   
  Because I’ve only literally translated Stats and Skill, I’ve not made use of the option to gain skills more 
  than once: +10% and +20%. Especially in the case of the more advanced NPC’s I can imagine that these 
  have some bonuses, but this is entirely up to you. The reason I choose not to do this is because this will 
  make the NPC’s inadvertently stronger than when they were play-tested. 
   
  I have also taken a good look at the equipment, here I’ve converted Armour, Weapons and Poison. 
   
  I didn’t convert the Spells, I could have made use of the LF v2 article ‘Using WFRP1 spells within 
  WFRP2’ but this also requires you to own the WFRPI book, moreover I didn’t entirely agree with all their 
  conversions and last but not least, some conversion require access to more than one lore...  
  So here there are basically three options: 
  I:  Ignore the above comment, get the LF v2 article and use it as a guide OR 
  II:  Use your common sense and give the PC some Petty, Lesser  and 1 appropriate (divine) Lore OR 
  III: A combination of the two above (which is probably what I would do) 
   
  The deamons given here are also a literal translation. As an alternative you can use the WFRP II versions 
  of these deamons I’ve put the book and page number, where you can find them, under the names of the 
  deamons (acronyms: OWB = Old World Bestiary and ToC = Tomb of Corruption). 
   
  I’ve layout this document in such a manner that one could copy paste every item in the original EAW 
  document (if anyone would ever feel like doing that). The .doc versions of EAW can be found here: 
  http://www.strike-to-stun.com/board/phpBB2/viewtopic.php?t=1532  
   
  For comments, changes, add-ons question etc. you can contact me @ rsegers@gmail.com  
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 2 
   
  Typical Cultist of the Howling One (Mercenaries) 
   
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  42 
  39 
  40 
  30 
  36 
  29 
  38 
  35 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  12 
  4 
  3 
  4 
  0 
  0 
  0 
  Skills: Dodge Blow,  Secret Language (Battle) 
   
  Talents: Disarm,  Strike Mighty Blow,  Strike to Stun 
  Equipment: Sword, Leather Jack (1 AP body) under wolf fur, Bow (R 24/48, D 3), Waterskin, and Purse 
  (2D6 shillings and 3D6 pennies) 
  Typical Knyazate (Imperial Kislevite river warden)  
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  41 
  45 
  40 
  30 
  33 
  30 
  32 
  32 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  11 
  4 
  3 
  4 
  0 
  0 
  0 
  Skills: Consume Alcohol,  Dodge Blow,  Row,  Sail,  Secret 
  Language (Battle),  Swim 
   
  Talents: Disarm,  Strike Mighty Blow,  Strike to Stun 
  Equipment: Sword, Helmet (1 AP head), Leather Jerkin (1 AP body), Shield (+10% parry), Crossbow with 
  ammunition, D20 shillings, D20 pennies, D100 copeck, D100 grivna 
  Uruk Széckler 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  50 
  45 
  40 
  40 
  44 
  43 
  40 
  52 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  3 
  14 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: Consume Alcohol,  Dodge Blow,  Row,  Sail,  Secret 
  Language (Battle),  Swim,  Trade (Shipwright) 
   
  Talents: Disarm,  Strike Mighty Blow,  Strike to Stun 
  Equipment: Sword, Helmet (2 AP head), Sleeved Mail Shirt (2 AP body and arms), Shield (+10% parry), 
  Crossbow with ammunition, D20 GCs, D20 shillings, D20 pennies 
  Return of the Knights Panther
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 3 
   
  Günter Carstens, Mercenary 
  Günter arrived from Talabheim a year ago and has made Bergsburg his base of operations.  He met 
  Wolfgang when the latter arrived from Middenheim.  Günter is not an Ulrican extremist though he tends 
  to believe some of the Sigmarite conspiracy theories that Wolfgang fervently embraces.  Still, the two are 
  good friends. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  43 
  41 
  40 
  30 
  37 
  32 
  37 
  36 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  12 
  4 
  3 
  4 
  0 
  0 
  0 
  Skills: Dodge Blow,  Drive,  Secret Language (Battle) 
   
  Talents: Disarm,  Strike Mighty Blow,  Strike to Stun 
  Equipment: Sword, and purse (6 GCs, 10 shillings, 8 pennies) 
  Wolfgang Blitzen, Member - The Sons of Ulric 
  It is widely known in the tavern that Wolfgang was once a member of the Teutognen Guard until an 
  altercation with a senior officer resulted in his dismissal from the Order and departure from Middenheim.  
  Wolfgang arrived in Bergsburg around six months ago and has been a regular at the Wolf’s Head ever 
  since.  He has become a recruiter to the various Ulrican mercenary groups that operate out of Bergsburg – 
  even those whose existence are not known to the city’s authorities – as well as someone who has cultivated 
  connections with other Ulricans looking for someone to hire for various jobs. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  68 
  30 
  60 
  60 
  58 
  57 
  56 
  54 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  3 
  23 
  6 
  6 
  4 
  0 
  0 
  0 
  Skills: Academic Knowledge (Heraldry, Scrolls, Theology),  
  Consume Alcohol,  Dodge Blow,  Read/Write (Reikspiel),  
  Ride ,  Secret Language (Battle, Classical),  Secret Signs  
  (Templar) 
   
  Talents: Disarm,  Sixth Sense,  Specialist Weapon Group (Two (Handed),  Street Fighting,  Strike Mighty 
  Blow,  Strike to Injure,  Strike to Stun,  Very Strong  
   
  Equipment: Sword, Wolf Head medallion around neck, writing kit, wolf’s head signet ring, paper, sealing 
  wax, and purse (32 GCs, 12 shillings, 8 pennies) 
   
  Enter the Wolf’s Den
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 4 
   
  Markus’ Special Unit of 1D6+4 Watchmen (ex-Pit Fighters) 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  53 
  41 
  40 
  40 
  42 
  30 
  37 
  31 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  12 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: Dodge Blow 
   
  Talents: Disarm,  Specialist Weapon Group (Fist, Parrying, 
  Two - Handed),  Strike Mighty Blow,  Strike to Stun 
  Equipment: Leather Jack (1AP body/arms), Sword, Club, Knuckledusters (pummeling, SB-3), Lantern, and 
  purse (2 GCs, 12 shillings, 10 pennies) 
  Markus Staudinger, Beilheim Watch Sergeant 
  A native Bergsburger from a staunch Ulric family, Markus has become disenchanted with the “weaklings” 
  that Ar-Ulric sends to run the temple in the city.  Markus is a rather sadistic man who enjoys causing 
  problems for any Sigmarites and Shallyans venturing into his turf in Der Rachof.  Respecting strength, 
  Markus befriended the powerful Wolfgang soon after the latter’s arrival. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  53 
  51 
  40 
  40 
  47 
  42 
  42 
  42 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  15 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: Consume Alcohol,  Gamble,  Read/Write (Reikspiel),  
  Secret Language (Battle) 
   
   
   
  Talents: Street Fighting,  Strike Mighty Blow,  Strike to Stun 
   
  Equipment: Leather Jack (1AP body/arms), Sword, Club, Lantern, and purse (12 GCs, 15 shillings, 7 
  pennies) 
  Torsten Gauss, Soldier 
  A native Hochlander, Torsten came to Bergsburg three years ago from Heedenhof.  He joined the garrison 
  soon after arriving and settled in the Beilheim district.  Living in this district exposed Torsten to anti-
  Sigmarite sentiment and he has since become a devout follower of the “old” religion (Ulric, Taal, Rhya, 
  Manann, and Mórr).  Torsten became one of Wolfgang’s contacts and confidantes after spending some 
  time with his neighbour.  Torsten is constantly on the lookout for any Knights Panther as Wolfgang has 
  convinced him that he suspects members of that Order seek to remove him for some unspecified past 
  deeds. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  43 
  41 
  30 
  30 
  37 
  32 
  32 
  36 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Animal Care,  Dodge Blow,  Secret Language (Battle) 
   
  Talents: Disarm,  Street Fighting,  Strike Mighty Blow 
  Equipment: Sword, and purse (7 GCs, 8 shillings, 6 pennies) 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 5 
   
  Bernd Küster, Witch Hunter  
  Bernd Küster is a zealous witch hunter from the Ulrican chapter in Middenheim. His views have become 
  increasingly radical, which led Bernd to work closer with the Sons of Ulric. Bernd’s actions have brought 
  dismay to the Schwarzmantel as many of its agents worked with the Witch Hunter in the past.  This 
  familiarity has brought contempt as Bernd now sees the covert organisation as a tool of the compromising 
  and corrupt Todbringer regime and will do everything in his power to thwart their efforts.  For their part, 
  the Schwarzmantel would settle for nothing less than the man’s death, but are unwilling to compromise 
  their own, over-stretched forces to achieve this end.  Politics being what they are, the cult of Ulric has 
  recently repealed Bernd’s witch hunter status as the cult’s hierarchy learned of his association the Sons of 
  Ulric.  Understanding his danger, Bernd quit Middenheim and his whereabouts have been unknown to 
  the Middenheim authorities. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  63 
  61 
  40 
  40 
  56 
  42 
  61 
  46 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  3 
  18 
  4 
  4 
  4 
  1 
  0 
  0 
  Skills: Academic Knowledge (Scrolls, Theology),  Channeling 
  (Clerical 1),  Charm Animal (Wolves),  Read/Write 
  (Reikspiel),  Secret Language (Classical),  Silent Move 
   
  Talents: Alley Cat,  Arcane Lore (Magick),  Marksman,  Public Speaking,  Rover,  Sixth Sense,  Specialist 
  Weapon Group (Crossbow Pistol, Lasso, Net, Throwing Knives),  Strike Mighty Blow 
   
  Equipment: Sword, Full Plate Armour (5AP All), Crossbow Pistol (R 8/16, D2, 1 round to load), 
  Throwing Knives (R 6/12, SB-3), Silver Medallion of upright wolf holding a sword (symbol of the Ulrican 
  witch-hunters), Rope-10 yards, sling bag of components, and purse (7 GCs, 8 shillings, 6 pennies) 
   
  Spells: Clear the Fog of Battle, Cure Light Wounds, Detect Magic, Hammerhand 
   
  Leberecht Eucken, Lieutenant in the Cult of the Howling One (Mercenary Sergeant) 
  One of Chedwic’s earliest followers, Leberecht has proven to be the most loyal.  He carries out the Ulrican 
  priest’s orders without question.  This may include scouting ahead of the band to determine the 
  effectiveness of a potential target’s defences as well as conveying messages in less friendly environments.  
  Leberecht can be best described as a cool professional who is driven to succeed at whatever he undertakes. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  54 
  52 
  40 
  40 
  46 
  42 
  44 
  43 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  15 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: Consume Alcohol,  Dodge Blow,  Gamble,  Secret 
  Language (Battle) 
   
  Talents: Disarm,  Strike Mighty Blow,  Strike to Stun 
  Equipment: Sword, Helmet (2 AP head), Sleeved Mail Shirt (2 AP body and arms), Shield (+10% parry), 
  Crossbow with ammunition, D20 GCs, D20 shillings, D20 pennies 
   
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 6 
   
  Chedwic Wanner, Renegade priest of Ulric (2nd level) 
  Virulent in his belief in the Sigmarian Heresy, Chedwic was one of the firebrand priests defrocked from 
  the Ulrican cult a few years in the past on orders from Ar-Ulric.  Chedwic believed the High Priest’s 
  actions came about as a result of heavy pressure from the cult of Sigmar.   He has since led his followers 
  into terrorising the Ostland countryside.  Recently, Chedwic was contacted by the Sons of Ulric with an 
  offer of co-operation in an act that would plunge the Empire into civil war. Chedwic could not pass on 
  such an offer. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  53 
  45 
  40 
  40 
  38 
  40 
  50 
  44 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  14 
  4 
  4 
  4 
  2 
  0 
  0 
  Skills: Academic Knowledge (Necromancy, Scrolls, Theology),  
  Channeling (Clerical 1&2),  Charm Animal (Wolves),  Dodge 
  Blow,  Read/Write (Reikspiel),  Secret Language (Classical) 
   
  Talents: Arcane Lore (Magick),  Disarm,  Frenzied Attack,  Public Speaking  
   
  Equipment: Sword, Shield (+10% parry), Wolf-skin Robes, Wolf’s Head Medallion, Sling Bag with 
  components. 
  Spells:  
  1st:  Clear the Fog of Battle, Detect Magic, Fire Ball, Hammerhand, Steal Mind 
  2nd: Cause Frenzy, Lightning Bolt, Reproof of Cowardice, Smash, Zone of Steadfastness 
  6 Cultists of the Howling One (Mercenaries) 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  42 
  39 
  40 
  30 
  36 
  29 
  38 
  35 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  12 
  4 
  3 
  4 
  0 
  0 
  0 
  Skills: Dodge Blow,  Secret Language (Battle) 
   
  Talents: Disarm,  Strike Mighty Blow,  Strike to Stun 
  Equipment: Sword, Leather Jack (1 AP body) under wolf fur, Bow (R 24/48, D 3), Waterskin, and Purse 
  (2D6 shillings and 3D6 pennies) 
   
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 7 
   
  5 Beastmen 
  Unless specified otherwise below, the beastmen all have goat’s heads with a brownish coloured fur and the 
  following profile 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  41 
  25 
  30 
  40 
  30 
  24 
  27 
  20 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  17 
  3 
  4 
  4 
  0 
  0 
  0 
  Mutations: 
  Beastman #1: Pointed Head (Int-10)        
  Beastman #2: Additional Left Arm (A+1), Additional Eye        
  Beastman #3: Bulging Eyes, Crown of Eyestalks, Cause Fear       
   
  Beastman #4: Fangs (A+1, bite), Hunchback, Cause Fear        
   
  Beastman #5: Strong (S+3) 
  Equipment: Hand weapon 
   
  6 Sons of Ulric (Outlaws) 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  49 
  35 
  40 
  30 
  37 
  31 
  32 
  41 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  11 
  4 
  3 
  4 
  0 
  0 
  0 
  Skills: Animal Care,  Common Knowledge (Rivers),  
  Concealment,  Dodge Blow,  Ride ,  Row,  Scale Sheer 
  Surface,  Secret Language (Battle),  Set Trap,  Silent Move 
   
  Talents: Disarm,  Frenzied Attack,  Strike Mighty Blow,  Strike to Stun,  Trapfinder  
   
  Equipment: Sword, Wolf-skin Robes (1AP head/body), Face-paint, and Purse (2D6 shillings and 2D6 
  pennies) 
  Baron Reinhardt von Kutenholz, leader of the Sons of Ulric band (Mercenary Sergeant) 
  Helmut Todbringer’s aide-de-camp is Reinhardt von Kutenholz, a young noble from the Middenland town 
  of the same name and fanatical Ulrican priest.  Or so Helmut believes.  In fact, Reinhardt is one of those 
  Purple Hand cultists in Middenheim who worked directly with the cult leaders in Nuln. Thus he escaped 
  detection when the schemes of Karl-Heinz Wasmeier were uncovered. Reinhardt’s rise comes in part from 
  his (apparent) loyalty to Helmut as well as his uncanny ability to find packs of mutants and beastmen in 
  the Drak Wald Forest for the Sons of Ulric to exterminate.   
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  53 
  51 
  40 
  50 
  48 
  46 
  43 
  44 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  15 
  4 
  5 
  4 
  0 
  0 
  0 
  Skills: Academic Knowledge (Heraldry),  Blather,  Charm,  
  Consume Alcohol,  Dodge Blow,  Gamble,  Read/Write 
  (Reikspiel),  Ride ,  Secret Language (Battle),  Secret Signs 
  (Purple Hand),  Silent Move 
   
  Talents: Disarm,  Etiquette,  Luck,  Rover,  Alley Cat,  Street Fighting,  Strike Mighty Blow,  Strike to 
  Stun,  Suave 
   
  Equipment: Sword, Mail Shirt (2 AP), Shield (+10% parry), Bow (R 24/48, D 3), and Purse (18 GCs, 10 
  shillings, 6 pennies) 
   
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 8 
   
  Into the Maelstrom 
  8 Sons of Ulric (Outlaws) 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  49 
  35 
  40 
  30 
  37 
  31 
  32 
  41 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  11 
  4 
  3 
  4 
  0 
  0 
  0 
  Skills: Animal Care,  Concealment,  Dodge Blow,  Ride ,  
  Scale Sheer Surface,  Secret Language (Battle),  Set Trap,  
  Silent Move 
   
  Talents: Disarm,  Frenzied Attack,  Strike Mighty Blow,  Strike to Stun,  Trapfinder  
   
  Equipment: Sword, Wolf-skin Robes (1AP head/body), Face-paint, and Purse (2D6 shillings and 2D6 
  pennies) 
   
  Gerd Hollweg, defrocked priest and leader of this Sons of Ulric war band 
  Gerd was a young priest who was expelled from the small Delberz temple of Ulric for publicly embracing 
  the doctrine of the Sigmarian Heresy in 2510.  Gerd tried to petition Ar-Ulric to be reinstated, but was 
  flatly turned down without a hearing.  Depressed by his ill fortune, Gerd became a hard-drinking 
  mercenary in the service of Middenland.  Soon after, Gerd was tossed from the mercenary band for 
  obscure reasons and degenerated into a raving drunk.  One day, a tough, old soldier named Götz Baum 
  found a semi-conscious Gerd lying in a pool of his own vomit and wastes in a back alley behind the 
  Temple of Ulric and took him to a Sons safe house.  From that point the Sons gave Gerd a purpose in his 
  life, to which he embraced as his salvation.  
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  44 
  40 
  50 
  30 
  38 
  35 
  45 
  44 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  12 
  5 
  3 
  4 
  1 
  0 
  0 
  Skills: Academic Knowledge (Scrolls, Theology),  Animal Care,  
  Channeling (Clerical 1),  Concealment,  Dodge Blow,  
  Read/Write (Reikspiel),  Ride ,  Scale Sheer Surface,  Secret 
  Language (Battle, Classical),  Set Trap,  Silent Move 
  Talents: Arcane Lore (Magick),  Disarm,  Frenzied Attack,  Public Speaking,  Strike Mighty Blow,  Strike to 
  Stun,  Trapfinder 
   
  Equipment: Sword, Wolf-skin Robes (1AP head/body), Face-paint, and Purse (4 GCs, 12 shillings and 9 
  pennies) 
  Spells: 1st: Cure Light Wounds, Fire Ball, Steal Mind 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 9 
   
  Anders Köhler, leader of the Red Crown band in Middenland 
  Once a member in the Nuln chapter of the Purple Hand, Anders came to despise the group’s lack of 
  initiative and dedication.  It seemed all the fools wanted to do was play their endless game of intrigue –as 
  much as against one another as against their enemies.  Kastor Lieberung forced Anders out for advocating 
  a more direct and deadlier approach to pushing the group’s goals.  Anders wandered northward and found 
  his own calling with the mutants and beastmen that lurked in the Drak Wald. Soon he joined the cult of 
  the Red Crown, which he found much more to his liking. When the Time of Changes came, Anders knew 
  the Purple Hand would be one of its victims.  So far, he has succeeded in killing a number of treacherous 
  Purple Hand members and been thrice rewarded by Tzeentch.  On one occasion, however, he did not get 
  his scalp.  In the spring of 2512, Köhler chanced upon (who he thought to be) Kastor Lieberung on the 
  road to Altdorf, as Lieberung and a handful of henchmen were fighting a group of mutants. Sadly, on this 
  occasion Köhler was traveling alone.  From his position hidden behind a tree he had to watch the Magister 
  Impedimentae and his henchmen eliminate the last of the attacking mutants.  Köhler departed the scene 
  before the victorious Lieberung and henchmen left in their coach. Since then, however, the hatred for 
  Lieberung has burned stronger than ever in Anders memory, as has his faces.   Anders would pay any price 
  to have the chance to right that wrong. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  45 
  40 
  30 
  40 
  38 
  37 
  40 
  44 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  14 
  3 
  4 
  4 
  0 
  0 
  0 
  Skills: Concealment,  Dodge Blow,  Read/Write (Reikspiel),  
  Set Trap,  Silent Move 
   
  Talents: Disarm,  Public Speaking,  Strike Mighty Blow,  Trapfinder  
   
  Equipment: Sword, Mail Shirt (1AP body) 
  Mutations: 
  Evil Eye (opponents within 8 yards need to make I test to avoid gaze.  Failure means opponent suffers 
  penalty of –1/-10 or +1/+10 as appropriate as to all dice rolls while Anders lives) 
   
  Magic Immune (automatically passes any Magic test; gets a Magic test on spells that normally do not allow 
  for such; reduce magic weapons used against him to non-magical) 
   
  Rune of Tzeentch (moves about the body) 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 10 
   
  10 Mutants 
  These have been trained to be Anders’ foot soldiers.  Unless specified otherwise below, the mutants are 
  human in appearance and have the following profile: 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  41 
  29 
  40 
  30 
  30 
  29 
  29 
  27 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  12 
  4 
  3 
  4 
  0 
  0 
  0 
  Equipment: Hand weapon, Tattered clothing 
  Mutations:  
  Mutant #1:  Scaly Skin (1AP all over) 
  Mutant #2:  Tail, Transparent Skin (causes fear) 
  Mutant #3: Reptilian Crest. Iron Hard Skin (5AP all over) 
  Mutant #4:  Albino (halve T), Goat Head (A+1, gore) 
  Mutant #5:  Moronic (Int-20, subject to stupidity) 
  Mutant #6:  Black Skin (+20 to Hide tests at night or in dark surroundings), Weapon Master (WS+22) 
  Mutant #7:  Uncontrollable Flatulence (30% chance of gas being emitted in a cloud 2D4 yards in 
  diameter, lasts for 2D6 rounds; T test for victim to avoid becoming nauseous and S-1 until cloud disperses) 
  Mutant #8:  Spits Acid (up to 10 yards using BS, causing one S3 hit) 
  Mutant #9:  Overgrown Body Part - Feet (three times normal, M-1, T+1, W+1, I-20). 
  Mutant #10:  Large Ears (Acute Hearing) 
   
  4 Beastmen 
  Unless specified otherwise below, the beastmen all have goat’s heads with a brownish coloured fur and the 
  following profile: 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  41 
  25 
  30 
  40 
  30 
  24 
  27 
  20 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  17 
  3 
  4 
  4 
  0 
  0 
  0 
  Equipment: Hand weapon 
  Mutations:  
  Beastman #1: Blood Rage (subject to Frenzy, T+1), Feathered Hide  
  Beastman #2: Horrible Stench (all creatures within 2D6 yards suffers penalty of –1/-10 or +1/+10 as 
  appropriate as to all dice rolls), Warty Skin (0/1 AP all over  
  Beastman #3: Poisonous Bite (A+1, poisonous bite), Snake Tail (A+1, bite)  
  Beastman #4: Ant Head (A+1, bite), Long Spines (opponent in hand-to-hand must pass an I test to avoid 
  S1 hit)  
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 11 
   
  Gustav Fokker, 12 Hexenstag leader 
  In his late 30s, Gustav knew that his meeting with Brother Karl was the sign from Sigmar that the time for 
  compromise was over and that the new dawn for the glory of his god would commence with the Grand 
  Theogonist’s death.  Gustav was not deluded to believe that the Church hierarchy would immediately 
  embrace him.  No, Gustav and his followers would need to make their way to Nuln where he knew there 
  were other, more connected sympathisers to their cause.  The problem was that response to the explosion 
  was too swift and escape from the city not possible.  Now the threat of capture has shaken Gustav as he 
  waits for an opportunity to quit the Imperial capital.  
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  43 
  39 
  30 
  40 
  37 
  35 
  46 
  45 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  14 
  3 
  4 
  4 
  1 
  0 
  0 
  Skills: Academic Knowledge (Scrolls, Theology),  Channeling 
  (Clerical 1),  Dodge Blow,  Read/Write (Reikspiel),  Secret 
  Language (Battle, Classic 
  Talents: Arcane Lore (Magick),  Disarm,  Public Speaking,  Street Fighting,  Strike Mighty Blow 
   
  Equipment: Sword, Travelling Clothes, Iron Medallion of Hammer, Sling Bag of Ingredients, and Purse 
  (14 GCs, 10 shillings, 18 pennies) 
  Spells: 1st: Aura of Resistance, Cure Light Injury, Fire Ball, Steal Mind 
   
  Brother Karl, Purple Hand leader 
    
   
   
   
   
   
   
   
   
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  45 
  42 
  40 
  50 
  53 
  69 
  57 
  48 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  17 
  4 
  5* 
  5 
  3 
  0 
  0 
  Skills: Academic Knowledge (Demonology, Herbology +20%, 
  Magic Artefacts, Necromancy, Runes, Scrolls, Theology),  
  Channeling (Petty, Battle Magic 1 - 3),  Charm,  Evaluate,  Law 
  (Empire),  Prepare Poison,   
   
  Read/Write (Reikspiel),  Ride,  Secret Language (Classical, 
  Guilder: Purple Hand Cult) 
   
  Talents: Arcane Lore (Magick),  Lightning Reflexes,  Sixth Sense,  Very Resilient 
   
  Equipment: Robes of the Crimsonite Fraternity, Sword, Dagger (S-2, I+10, Parry-10), 3 vials of manbane, 2 
  vials of Nightshade, sling bag of magical components, and purse (28 GCs, 15 shillings, and 12 pennies) 
  Spells: 
  Petty: Curse, Gift of Tongues, Magic Alarm, Magic Flame, Magic Lock, Marsh Lights, Produce Small Animal, 
  Reinforce Door, Remove Curse, Sounds, Zone of Cone, Zone of Silence 
   
  1st: Aura of Resistance, Cause Animosity, Fireball, Immunity from Poison, Steal Mind, Wind Blast 
   
  2nd: Cause Panic, Mystic Mist, Smash, Zone of Steadfastness 
   
  3rd: Animate Sword, Arrow Invulnerability, Magic Bridge 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 12 
   
  Thomas Carstens, Joachim Windaus, and Thomas Pauli, Rebels 
  All three are young (early to mid 20s), restless Reikland gentry who have some to believe that compromise 
  with the old religions was wrong.  They are ardent followers of Gustav, but the tension of the current 
  situation threatens to shatter their belief in Gustav’s plans. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  42 
  39 
  30 
  40 
  42 
  32 
  38 
  43 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  14 
  3 
  4 
  4 
  0 
  0 
  0 
  Skills: Academic Knowledge (Heraldry),  Blather,  Charm,  
  Dodge Blow,  Read/Write (Reikspiel),  Ride,  Secret Language 
  (Battle) 
   
  Talents: Disarm,  Etiquette,  Luck,  Street Fighting,  Strike Mighty Blow,  Suave  
   
  Equipment: Mail Shirt (2 AP body), Sword, Travelling Clothes, and Purse (24 GCs, 16 shillings, 12 
  pennies) 
   
  Standard Purple Hand Cultist 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  35 
  20 
  30 
  30 
  38 
  30 
  28 
  25 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  11 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Concealment ,  Disguise,  Dodge Blow,  Follow Trail,  
  Read/Write (Reikspiel),  Secret Language (Guilder: Purple 
  Hand Cult),  Shadowing,  Silent Move 
  Equipment:  Hand Weapon (Sword or Club), Leather Jack (1AP body), Clothing with some purple 
  colour, and Purse (3 GCs, 10 shillings, 22 pennies) 
  Mayer Gauss, Agitator 
  Mayer is a former student of history at the University of Altdorf who felt that recent troubles in the 
  Empire could be traced to hostility the Ulricans caused when they embraced the doctrine of the Sigmarian 
  Heresy.  From that point on, Mayer took to his new calling – the denunciation of the Ulrican cult – with 
  the fervour of a true believer. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  41 
  39 
  30 
  30 
  38 
  46 
  41 
  47 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  11 
  3 
  3 
  5 
  0 
  0 
  0 
  Skills: Arcane Lore(Magick), Blather, Dodge Blow, Academic 
  Knowledge(History), Read/Write (Reikspiel), Secret 
  Language(Classical), Silent Move  
   
  Talent: Public Speaking 
   
  Equipment:  Sword, Leather Jack (1AP Body/Arms), and Purse (2 GCs, 12 shillings, 14 pennies) 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 13 
   
  Horrors, Lesser Daemons of Tzeentch 
  [WFRP II Version: OWB: Page 89, ToC Page 233] 
  Horrors (Tsani’kchami’i) come in two distinct forms - the Pink Horror and the Blue Horror. Pink Horrors 
  are magically fashioned slaves of the Lord of Change, essentially mere automatons to be expended as part 
  of their carefully wrought plans.  Horrors do not have solid material bodies since they are formed from 
  pure Chaos.  Thus, they sometimes take on a discernable form, sometimes blur into a frantic little mass of 
  pinkness or blueness as they dash and scamper about.  In the formal state, Horrors usually appear as 
  creatures with exceptionally long arms and short legs erupting from a huge head and gaping maw. 
   
  Because they are made of raw Chaos, Pink Horrors can cast spells. The casting of spells fills them with 
  increased joy as evident by their high-pitched squeals of laughter, sometimes becoming an ecstatic cackle, 
  which sounds like the braying of a lunatic.  Even death seems to delight them.  When dealt a mortal blow, 
  a Pink Horror does not die, but turns into a blob of gyrating pink energy. This changes to blue and then 
  reforms into two Blue Horrors with a characteristic whoop of glee. 
   
  The second type of Horror is the Blue Horror. It is almost identical to the Pink Horror, but it is blue 
  rather than pink.  Moreover, its temperament is quite different as Blue Horrors wear perpetual frowns and 
  are thoroughly bad tempered. These daemons sneer and grumble, muttering in a low whining voice.  In 
  combat, their normal noise gives way to a snarling outburst of rage. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  50 
  45 
  40 
  30 
  75 
  90 
  90 
  46 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  8 
  4 
  3 
  4 
  0 
  0 
  0 
  Pink Horrors 
   
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  35 
  25 
  30 
  30 
  80 
  20 
  20 
  11 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  8 
  3 
  3 
  4 
  0 
  0 
  0 
  Blue Horrors 
  Psychological Traits: Horrors are immune to all psychological effects, except those caused by any god, 
  Greater Daemon, or Daemonic Prince. 
   
  Magic: A group of Horrors (at least nine, Tzeentch’s number) always has one spell, randomly chosen from 
  any type of Magic. The spell might be utterly inappropriate to the given situation, but the Horrors will cast 
  it anyway. 
   
  Special Rules: The Pink Horror has 2 claw attacks. When reduced to 0 Wounds, a Pink Horror is not 
  slain, but divides into two Blue Horrors instead. The Blue Horror has 1 claw attack. Once a Blue Horror is 
  slain, it does not split as a Pink Horror does, but disappears with a bright blue flash.  Lesser Daemons 
  cause Fear to creatures under 10 feet tall and are subject to Instability. 
   
  Chaos Attributes: A Pink Horror may be granted up to 9 Chaos Attributes.  Blue Horrors retain these 
  attributes. 
   
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 14 
   
  Standard Chancellery Guard 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  42 
  39 
  40 
  30 
  36 
  29 
  38 
  35 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  12 
  4 
  3 
  4 
  0 
  0 
  0 
  Skills: Dodge Blow,  Secret Language (Battle) 
   
  Talents: Disarm,  Strike Mighty Blow,  Strike to Stun 
  Equipment: Sword, Mail Shirt (2 AP body) under surcoat with the coat of arms of the Chancellor’s office, 
  and Purse (1D6 GCs, 2D6 shillings and 3D6 pennies) 
  Dieter Kucinich, High-Ranking member of the Purple Hand, Level 2 Daemonologist 
  The outwardly very affable Dieter Kucinich made rapid progress in his studies of theology and was 
  consecrated a priest within a year.  Skilfully, Kucinich was able to earn the trust of his patrons and soon 
  found himself promoted over several more senior members of the clergy to positions of responsibility.  In 
  the year 2510, Kucinich became the principal aide of the Emperor’s new Court Lector, Lothar von 
  Metternich. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  42 
  38 
  40 
  40 
  50 
  58 
  46 
  41 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
   
  1 
  15 
  4 
  4 
  4 
  2 
  0 
  0 
  Skills: Academic Knowledge (Astronomy, Demonology, 
  Herbology +20%, History, Necromancy, Runes, Scrolls, 
  Theology),  Evaluate,  Read/Write (Reikspiel),  Secret 
  Language (Classical, Guilder: Purple Hand Cult) 
   
  Talents: Arcane Lore (Daemonology and Magick),  Channeling (Petty, Battle 1&2, Daemonic 1&2) 
   
  Spells: 
  Petty: Cunning Hands, Curse, Magic Alarm. Magic Lock, Mend, Open, Sleep, Stealth 
   
  1st: [Battle] Cure Light Injury, Fleetfoot, Steal Mind; [Daemonic] Dispel Lesser Daemon, Summon 
  Daemonic Creature 
   
  2nd: [Battle] Aura of Protection, Mental Duel, Steal Magical Power; [Daemonic] Stop Daemonic 
  Instability, Summon Lesser Daemons 
   
  Disabilities: Disfigurement (Purple Scaly Back), Insanity (5 pts) 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 15 
   
  Standard Purple Hand Cultist with Incendiary 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  35 
  20 
  30 
  30 
  38 
  30 
  28 
  25 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  11 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Concealment ,  Disguise,  Dodge Blow,  Follow Trail,  
  Read/Write (Reikspiel),  Secret Language (Guilder: Purple 
  Hand Cult),  Shadowing,  Silent Move 
  Equipment: Hand Weapon (Sword or Club), Leather Jack (1AP body), 1 Incendiary (carried for 
  anarchist), Clothing with some purple colour, and Purse (3 GCs, 10 shillings, 22 pennies) 
  Anika Heisenberg, Assassin for Hire 
  Anika is a depraved person who enjoys killing.  She is a freelancer who will take any job unless too risky 
  (such as killing a prominent noble or cleric in front of witnesses).  Those seeking to hire her can leave 
  word at the Holy Hammer of Sigmar. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  65 
  66 
  40 
  50 
  63 
  56 
  55 
  50 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  4 
  20 
  4 
  5 
  4 
  0 
  0 
  0 
  Skills: Concealment +20%,  Disguise,  Follow Trail,  Prepare 
  Poison,  Scale Sheer Surface,  Shadowing,  Silent Move 
   
  Talents: Rover,  Alley Cat,  Specialist Weapon Group (Fist, Lasso, Net, Parrying, Throwing Knife),  
  Marksman (Crossbow),  Strike Mighty Blow 
   
  Equipment: Sword, Mail Shirt (2 AP body) under black tunic, Crossbow (R 30/60, D4, 1 rd to load) with 
  ammunition, 4 Throwing Knives (R 6/12, SB-3), Garrotte, Grappling Hook and 10 yards of rope, Five 
  Dosages of Black Lotus (use on weapon: D+4 save -20% vs T) 
   
  Oskar Forssmann, Anarchist and Fire Bug 
  Oskar is an anarchist who is clearly insane.  Once he starts a fire, Oskar needs to make a WP test to 
  withdraw to a safe location to watch his accomplishment.  If he fails, Oskar stays rooted in place and 
  watches until someone in authority calls out to him.  At that point, Oskar flees in hope of escaping arrest. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  42 
  45 
  40 
  30 
  38 
  29 
  35 
  29 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  12 
  4 
  3 
  5* 
  0 
  0 
  0 
  Skills: Concealment ,  Silent Move  
   
  Talents: Fleet Footed,  Specialist Weapon Group (Incendiary),  
  Strike to Stun 
  Equipment: Sword, Leather Jack (0/1AP Body), 3 Incendiaries (R 2/6/10, ES Fire), Tinderbox 
  Insanity: Pyromania 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 16 
   
  Standard Sewer Jack 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  41 
  39 
  40 
  30 
  36 
  29 
  30 
  28 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
   
  2 
  12 
  4 
  3 
  4 
  0 
  0 
  0 
  Skills: Orientation (underground only) 
   
  Talents: Strike Mighty Blow,  Strike to Stun 
  Equipment: Club, Sword, Leather Jack (1 AP body), blue and red armband with device of the Altdorf 
  Sewer Watch, Lantern, and Purse (1D6 GCs, 2D6 shillings and 3D6 pennies).  One in a patrol will have a 
  Crossbow (R 30/60, D 4, reload 1 round) 
  Standard Imperial Guard 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  62 
  59 
  50 
  50 
  56 
  49 
  53 
  53 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
   
  3 
  21 
  5 
  5 
  4 
  0 
  0 
  0 
  Skills: Academic Knowledge (Heraldry),  Dodge Blow,  
  Read/Write (Reikspiel),  Ride ,  Secret Language (Battle) 
   
   
  Talents: Disarm,  Etiquette,  Specialist Weapon Group (Two (Handed),  Strike Mighty Blow,  Strike to 
  Stun 
   
  Equipment: Sword, Halberd (Fast[-10% parry+dodge] OR Impact+Slow [2D10 pick highest, +10% 
  parry+dodge]), Helmet (2AP head), Sleeved Mail Coat and Plate (3 AP body, 2 AP arms and legs) under 
  surcoat with the coat of arms of the Emperor, and Purse (3D6 GCs, 2D6 shillings) 
   
  Standard Palace Guard 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  43 
  35 
  30 
  30 
  35 
  29 
  29 
  34 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
   
  2 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Dodge Blow,  Secret Language (Battle) 
   
  Talents: Disarm,  Street Fighting,  Strike Mighty Blow 
  Equipment: Sword, Helmet (2AP head), Mail Shirt (2 AP body) under surcoat halved in blue and red with 
  the coat of arms of the Emperor, and Purse (1D6 GCs, 3D10 shillings) 
  Standard Purple Hand Cultist  
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  35 
  20 
  30 
  30 
  38 
  30 
  28 
  25 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
   
  1 
  11 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Concealment ,  Disguise,  Dodge Blow,  Follow Trail,  
  Read/Write (Reikspiel),  Secret Language (Guilder: Purple 
  Hand Cult),  Shadowing,  Silent Move 
  Equipment: Hand Weapon (Sword or Club), Leather Jack (1AP body), 1 Incendiary (carried for 
  anarchist), Clothing with some purple colour, and Purse (3 GCs, 10 shillings, 22 pennies) 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 17 
   
  Standard Watch 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  41 
  39 
  40 
  30 
  36 
  29 
  30 
  28 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  12 
  4 
  3 
  4 
  0 
  0 
  0 
  Skills: Strike Mighty Blow 
   
  Talents: Strike to Stun 
  Equipment: Club, Mail Shirt (2 AP body), blue and red armband with device of the Altdorf Watch, 
  Lantern on a pole, and Purse (1D6 GCs, 2D6 shillings and 3D6 pennies) 
  Standard Garrison 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  43 
  35 
  30 
  30 
  35 
  29 
  29 
  34 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Dodge Blow,  Secret Language (Battle) 
   
  Talents: Disarm,  Street Fighting,  Strike Mighty Blow 
  Equipment: Sword, Helmet (2AP head), Mail Shirt (2 AP body) under surcoat halved in blue and red with 
  the coat of arms of Altdorf, and Purse (1D6 GCs, 3D10 shillings 
  Standard Watch Sergeant 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  51 
  49 
  40 
  40 
  46 
  39 
  40 
  38 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  15 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: Dodge Blow,  Secret Language (Battle) 
   
  Talents: Disarm,  Street Fighting,  Strike Mighty Blow,  Strike 
  to Stun 
  Equipment: Sword, Mail Shirt (1 AP body), blue and red armband with device of the Altdorf Watch, 
  Crossbow (R 30/60, D4, 1 round to load) and ammunition, and Purse (2D6 GCs, 3D6 shillings) 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 18 
   
  Standard Purple Hand Cultist Contact 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  35 
  20 
  30 
  40 
  38 
  33 
  32 
  29 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  11 
  3 
  4 
  4 
  0 
  0 
  0 
  Skills: Concealment ,  Disguise,  Dodge Blow,  Follow Trail,  
  Read/Write (Reikspiel),  Secret Language (Guilder: Purple 
  Hand Cult),  Shadowing,  Silent Move 
  Equipment: Hand Weapon (Sword or Club), Leather Jack (1AP body), Clothing with some purple colour, 
  Vial with double dosage of Nightshade, and Purse (3 GCs, 10 shillings, 22 pennies) 
  Purple Hand Cultist  
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  35 
  20 
  30 
  30 
  38 
  30 
  28 
  25 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  11 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Concealment ,  Disguise,  Dodge Blow,  Follow Trail,  
  Read/Write (Reikspiel),  Secret Language (Guilder: Purple 
  Hand Cult),  Shadowing,  Silent Move 
  Equipment: Hand Weapon (Sword or Club), Leather Jack (1AP body), 1 Incendiary (carried for 
  anarchist), Clothing with some purple colour, and Purse (3 GCs, 10 shillings, 22 pennies) 
  Axel Quiddle, Jailer 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  41 
  28 
  40 
  50 
  29 
  28 
  34 
  26 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  14 
  4 
  5 
  3 
  0 
  0 
  0 
  Skills: Sleight of Hand 
   
  Talents: Resistance to disease,  Resistance to poison+20% 
  (Manbane, Beastbane, Spider Venom) 
  Equipment: Club, Ring of Keys, Bottle of cheap wine, and Fleas. 
  War!
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 19 
   
  Eugen Klopstock, Assassin for Hire 
  Eugen is a psychopath and member of the Kháinite Cult of the Red Death.  He is a firm believer in 
  looking into the eyes of those he murders before mutilating the victim’s corpse, including cutting out its 
  eyes.  Eugen will continue after his intended victim if he is unsuccessful at killing the target.  If there is 
  more than one target, Eugen will take them out one by one.  Alternatively, he might get them at one go 
  with a bomb. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  67 
  64 
  40 
  50 
  64 
  55 
  55 
  47 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  4 
  20 
  4 
  5 
  4 
  0 
  0 
  0 
  Skills: Concealment +20%,  Disguise,  Follow Trail,  
  Performer (Acrobat),  Prepare Poison,  Scale Sheer Surface,  
  Shadowing,  Silent Move +20% 
   
  Talents: Rover,  Alley Cat,  Marksman (Crossbow),  Night Vision,  Sixth Sense,   
  Specialist Weapon 
  Group (Bomb, Fist, Incendiary, Parrying, Throwing Knife),  Strike Mighty Blow 
   
  Equipment: Sword, Mail Shirt (2 AP body) under black tunic, Crossbow (R 30/60, D4, 1 rd to load) with 
  ammunition, 4 Throwing Knives (R 6/12, SB-3), Garrotte, 4 Bombs (R 4/20, D 6), 4 Incendiaries (R 
  4/20, D 4), Grappling Hook and 10 yards of rope, Five Dosages of Chimera Spittle (save vs T -20%: fail = 
  at least 1W+ die in 1d10 rounds) 
  Brother Karl, Purple Hand leader (Magister Novitiae) 
    
   
   
   
   
   
   
   
   
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  45 
  42 
  40 
  50 
  53 
  69 
  57 
  48 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  17 
  4 
  5* 
  5 
  3 
  0 
  0 
  Skills: Academic Knowledge (Demonology, Herbology +20%, 
  Magic Artefacts, Necromancy, Runes, Scrolls, Theology. Law-
  Empire),  Channeling (Petty, Battle Magic 1 - 3),  Charm,  
  Evaluate,  Prepare Poison,  Read/Write  
   
  (Reikspiel),  Ride,  Secret Language (Classical, Guilder: Purple 
  Hand Cult) 
   
  Talents: Arcane Lore (Magick),  Lightning Reflexes,  Sixth Sense,  Very Resilient 
   
  Equipment: Sword, Dagger (S-2, I+10, Parry-10), recently obtained Ring of Summon Daemonic Beasts (1 
  spell only), 3 vials of manbane, 2 vials of Nightshade, sling bag of magical components, and purse (28 GCs, 
  15 shillings, and 12 pennies). 
   
  Spells:  
  Petty: Curse, Gift of Tongues, Magic Alarm, Magic Flame, Magic Lock, Marsh Lights,Produce Small Animal, 
  Reinforce Door, Remove Curse, Sounds, Zone of Cone, Zone of Silence 
   
  1st: Aura of Resistance, Cause Animosity, Fireball, Immunity from Poison, Steal Mind, Wind Blast 
   
  2nd: Cause Panic, Mystic Mist, Smash, Zone of Steadfastness 
   
  3rd: Animate Sword, Arrow Invulnerability, Magic Bridge 
   
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 20 
   
  Standard Purple Hand Cultist in von Mühlerberg’s entourage (Soldier) 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  45 
  41 
  30 
  30 
  39 
  30 
  28 
  30 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
   
  2 
  14 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Dodge Blow,  Ride ,  Secret Language (Battle, Guilder: 
  Purple Hand Cult) 
   
  Talents: Disarm,  Street Fighting,  Strike Mighty Blow 
  Equipment: Sword, Dagger (SB-3), Mail Shirt (2 AP body), purple-coloured armband, and Purse (5 GCs, 
  12 shillings, 10 pennies) 
  Captain Erwin von Mühlerberg, Purple Hand leader 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  65 
  62 
  60 
  50 
  47 
  44 
  55 
  64 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  3 
  20 
  6 
  5 
  4 
  0 
  0 
  0 
  Skills: Academic Knowledge (Heraldry),  Consume Alcohol,  
  Dodge Blow,  Gamble,  Read/Write (Reikspiel),  Ride ,  
  Secret Language (Battle, Guilder: Purple Hand Cult) 
   
   
  Talents: Disarm,  Specialist Weapon Group (Two-Handed, Parrying),  Street Fighting,  Strike Mighty Blow  
   
  Equipment: Sword, Dagger (SB-3), Sleeved Mail Coat (2AP body/arms/legs), purple-coloured armband, 
  and Purse (14 GCs, 20 shillings, 12 pennies). 
   
  Standard Purple Hand Cultist 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  35 
  20 
  30 
  30 
  38 
  30 
  28 
  25 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag
  IP 
  FP 
   
  1 
  11 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Concealment ,  Disguise,  Dodge Blow,  Follow Trail,  
  Read/Write (Reikspiel),  Secret Language (Guilder: Purple 
  Hand Cult),  Shadowing,  Silent Move 
  Equipment: Hand Weapon (Sword or Club), Leather Jack (1AP body), Clothing with some purple colour, 
  and Purse (3 GCs, 10 shillings, 22 pennies). 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 21 
   
  Gurg, Beastman Leader 
  With the death of Anders Köhler, Gurg’s warband has moved from the Drak Wald region south of the 
  Schadensumpf to the Altdorf-Middenheim Road, with a higher population of potential prey. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  88 
  45 
  40 
  50 
  45 
  34 
  37 
  25 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  21 
  4 
  5 
  4 
  0 
  0 
  0 
  Mutations: Iron Skin (5AP all over), Manic Fighter (Hates any 
  opponent within 24 yards), Weapon Master (WS+27*) 
  Flamers, Beasts of Tzeentch 
  WFRP II Version: ToC Page 231] 
  Flamers (K’Chanu’tsani’i) have the most basic minds. They blindly follow the will of their master, whether 
  it is a Chaos Champion who summoned them, or a Lord of Change on the battlefield. If not under any 
  control, they will wander aimlessly, letting off gouts of flame at whatever takes their fancy. 
   
  Like Horrors, Flamers are bizarre creatures fashioned from pure Chaos, and are only semi-solid, seeming 
  almost transparent. They travel along the ground on a soft skirt of pinkish flesh like an inverted 
  mushroom. By taking air into this fleshy skirt, and expelling it rapidly, the Flamer can move in a series of 
  leaps and bounds. A Flamer has no head as such, but its eyes and gaping maw lies between its long, trunk-
  like arms. The arms end, not in hands, but in open orifices from which spit magical flames. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  35 
  45 
  50 
  40 
  20 
  0 
  90 
  45 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  17 
  5 
  4 
  9 
  0 
  0 
  0 
  Psychological Traits: Flamers are immune to all psychological 
  effects, except those caused by any god, Greater Daemon, 
  Daemonic Prince, or Lesser Daemons.   
  Special Rules: Flamers may leap up to 18 years along the ground and up to 2 yards high.  A Flamer has 2 
  attacks, either bite or flame attacks (can be used in combination).  Flamers can either use their flame 
  attacks in hand-to-hand combat or shoot them up to 12 yards in any direction.  If the flame attack hits its 
  target, the target suffers a S8 hits in addition to flame damage (WFRP, page 80). In hand-to-hand fighting, 
  roll to hit as normal, if successful the target sustains a S8 hits as for shooting.  Flamers are immune to fire-
  based attacks, even those of a magical nature.  In addition, they cause Fear in all living creatures and are 
  subject to Instability. 
   
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 22 
   
  Gabriel Halder, Kurt Halder, and Reiner Baum, Boatmen 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  42 
  41 
  30 
  30 
  37 
  33 
  38 
  32 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (Rivers),  Row,  Sail,  Trade 
  (Shipwright, Fisherman) 
   
  Talents: Orientation 
  Equipment: Leather Jack (1AP body), Sword, Bow (R24/48, D3) and ammunition, and Pouch (6 GCs, 20 
  shillings) 
  8 Beastmen  
  Unless specified otherwise below, the beastmen all have goat’s heads with a brownish coloured fur and the 
  following profile: 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  41 
  25 
  30 
  40 
  30 
  24 
  27 
  20 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  17 
  3 
  4 
  4 
  0 
  0 
  0 
  Equipment: Hand weapon, Mail Shirt (2 AP body) on four 
  beastmen from deceased templars. 
  Mutations: 
  Beastman #1: Beaked (A+1, bite attack) 
  Beastman #2: Face of a Flamer (A+2, bite attacks) 
  Beastman #3: Transparent Skin (cause fear) 
  Beastman #4:  Hypnotic Gaze (opponent within 12 yards must pass a WP test to avoid eye contact.  If 
   
  failed, opponent rooted to spot and cannot move or perform any action). 
  Beastman #5: no mutation 
  Beastman #6: no mutation 
  Beastman #7: no mutation 
  Beastman #8: no mutation 
  Alban Halder, Captain of the Windrunner 
  Captain Halder has been in Count von Walfen’s service for the last 10 years, serving him loyally.  He is a 
  no-nonsense man who knows the ins and outs of the Rivers Reik and Talabec like the back of his hands. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  64 
  51 
  40 
  40 
  57 
  55 
  60 
  64 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  3 
  20 
  4 
  4 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (Rivers),  Performer (Story Teller),  
  Row,  Sail,  Speak Language (Kislev),  Swim,  Trade 
  (Shipwright, Fisherman) 
   
  Talents: Orientation,  Specialist Weapon Group (Fencing),  Street Fighting,  Strike Mighty Blow 
   
  Equipment: Sword, Dagger (SB-3), Sleeved Mail Coat (2AP body/arms/legs), Leather Jack (1AP body), 
  Rapier (SB–1,Fast[-10% on parry&dodge]), Telescope, and Pouch (12 GCs, 10 shillings) 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 23 
   
  12 Mutants 
  These mutants have been chased away from their homes by other villages once they could no longer hide 
  the changes that came over them.  Unless specified otherwise below, the mutants are human in 
  appearance (four are female) and have the following profile: 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  41 
  29 
  40 
  30 
  30 
  29 
  29 
  27 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  12 
  4 
  3 
  4 
  0 
  0 
  0 
  Equipment: Hand weapon, Tattered Clothing 
  Mutations: 
  Mutant #1: 
  Fish Face and Webbed Hands (has Swim skill) 
  Mutant #2: 
   Tentacle in place of left arm 
  Mutant #3: 
   Chaos Were, subject to Frenzy, changes when WP test failed with head and arms of a 
   
  Tiger (A+2, bite attack, 2 claw attacks) and causes Fear. 
  Mutant #4: 
   Bulging Eyes 
  Mutant #5: 
   Snake Tail (A+1, bite attack) 
  Mutant #6: 
   Prehensile Tail 
  Mutant #7: 
   Deer Head (A+1, gore attack) 
  Mutant #8: 
   Two Additional Arms (T+1, A+2) 
  Mutant #9: 
   Pointed Head (Int-10) 
  Mutant #10:  Warty Skin (0/1 AP all over) 
  Mutant #11:  Cloven Hooves 
  Mutant #12:  Rearranged Face 
  “Black” Manfred Lorenz, Pirate Captain 
  Manfred is one of the more notorious pirates that plague the Talabec and its tributaries between Altdorf 
  and Talabheim.  There is a price on his head of 50GCs, payable if he is brought in to any of the towns 
  along the Talabec. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  66 
  51 
  50 
  40 
  56 
  56 
  60 
  63 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  3 
  20 
  5 
  4 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (Rivers),  Consume Alcohol,  
  Performer (Story Teller),  Row,  Sail,  Speak Language (Kislev),  
  Swim,  Trade (Shipwright, Fisherman) 
  Talents: Excellent Vision,  Night Vision,  Orientation,  Specialist Weapon Group (Fencing),  Street 
  Fighting,  Strike Mighty Blow 
   
  Equipment: Leather Jack (1AP body), Rapier (SB–1,Fast[-10% on parry&dodge]), Telescope, and Pouch 
  (12 GCs, 10 shillings) 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 24 
   
  12 Pirates  
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  42 
  41 
  30 
  30 
  37 
  33 
  38 
  32 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Common Knowledge (Rivers),  Row,  Trade 
  (Shipwright, Fisherman) 
   
  Talents: Orientation 
  Equipment: Leather Jack (1AP body), Sword, Bow (R24/48, D3) and ammunition, and Pouch (3 GCs, 10 
  shillings) 
  Captain Erwin von Mühlerberg, Purple Hand leader 
  description in tekst, note there are two profiles 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  65 
  62 
  60 
  50 
  47 
  44 
  55 
  64 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  3 
  20 
  6 
  5 
  4 
  0 
  0 
  0 
  Skills: Academic Knowledge (Heraldry),  Dodge Blow,  
  Gamble,  Read/Write (Reikspiel),  Ride ,  Secret Language 
  (Battle, Guilder: Purple Hand Cult)  
   
  Talents: Disarm,  Specialist Weapon Group (Two-Handed, Parrying),  Street Fighting,  Strike Mighty 
  Blow,  Strike to Injure,  Strike to Stun 
   
  Equipment: Sword, Dagger (SB-3), Sleeved Mail Coat (2 AP body/arms/legs), purple-coloured armband, 
  and Purse (14 GCs, 20 shillings, 12 pennies). 
  Mutation: Magic Resistance (+20 on Magic [WP] tests). 
   
  Otto Furtwängler, Pirate Mate 
  Sadistic first mate of Black Manfred, Otto has a price of 25 GCs on his head. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  56 
  41 
  40 
  50 
  42 
  46 
  45 
  42 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  17 
  4 
  5 
  4 
  0 
  0 
  0 
  Skills: Trade (Shipwright, Fisherman), Consume Alcohol, 
  Dodge Blow,  Common Knowledge (Rivers), Row, Sail, Speak 
  Language (Kislev), Performer(Storyteller), Swim 
   
  Talent:  Orientation, Street Fighting, Strike Mighty Blow  
   
  Equipment: Leather Jack (1AP body), Sword  and Pouch (12 GCs, 10 shillings) 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 25 
   
  6 Purple Hand Cultists (Soldiers) 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  45 
  41 
  30 
  30 
  39 
  30 
  28 
  30 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  14 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Dodge Blow,  Ride ,  Secret Language (Battle, Guilder: 
  Purple Hand Cult) 
   
  Talents: Disarm,  Street Fighting,  Strike Mighty Blow 
  Equipment: Sword, Dagger (SB-3), Mail Shirt (2 AP body), purple-coloured armband, and Purse (5 GCs, 
  12 shillings, 10 pennies) 
  8 Purple Hand Cultists (Militia) 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  43 
  39 
  30 
  30 
  38 
  30 
  28 
  25 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  12 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Concealment ,  Disguise,  Dodge Blow,  Follow Trail,  
  Read/Write (Reikspiel),  Secret Language (Guilder: Purple 
  Hand Cult),  Shadowing,  Silent Move 
  Equipment: Hand Weapon (Sword or Club), Leather Jack (1AP body), Bow (R24/48, D3) and 
  ammunition, Clothing with some purple colour, and Purse (3 GCs, 10 shillings, 22 pennies). 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 26 
   
  14 Sons of Ulric (Outlaws)  
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  49 
  35 
  40 
  30 
  37 
  31 
  32 
  41 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  11 
  4 
  3 
  4 
  0 
  0 
  0 
  Skills: Animal Care,  Concealment,  Dodge Blow,  Ride ,  
  Scale Sheer Surface,  Secret Language (Battle),  Set Trap,  
  Silent Move 
   
  Talents: Disarm,  Frenzied Attack,  Strike Mighty Blow,  Strike to Stun,  Trapfinder  
   
  Equipment: Sword, Wolf-skin Robes (1AP head/body), Face-paint, and Purse (2D6 shillings and 2D6 
  pennies). 
  Helmut Todbringer, self-styled Heir to Graf Boris 
  An ardent Ulrican and fanatically anti-Sigmar, Baron Helmut is cousin to both Graf Boris and Baron 
  Heinrich.  Helmut firmly believes in the ancient custom of having the ablest males in a generation battle 
  one another for the right to succeed the current Ulrican ruler.  In the Baron’s view, the only way for the 
  Sigmar-influenced rules of inheritance to be overturned would be for the northern provinces to succeed 
  from the Empire.  This can only succeed with an Ulrican victory in the war, something that seems to be 
  slipping away. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  64 
  61 
  50 
  60 
  48 
  67 
  63 
  66 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  3 
  20 
  5 
  6 
  4 
  0 
  0 
  0 
  Skills: Academic Knowledge (Heraldry),  Blather,  Charm,  
  Dodge Blow,  Gamble,  Read/Write (Reikspiel),  Ride ,  Secret 
  Language (Battle) 
   
  Talents: Ambidextrous,  Disarm,  Etiquette,  Luck,  Marksman,  Public Speaking,  Specialist Weapon 
  Group (Parrying, Fencing),  Street Fighting,  Strike Mighty Blow,  Strike to Injure,  Strike to Stun,  Suave 
   
  Equipment: Sword named Eisnir, Left-Hand Dagger, Wolf-skin Robes (1AP head/body), Mail Shirt (2 AP 
  body), Mail Leggings (2AP legs), Signet Ring on Right Hand, Face-paint, and Purse (18 GCs, 12 shillings 
  and 6 pennies). 
  Eisnir:  A finely crafted sword that has been with the Todbringer dynasty for as long as anyone can 
  remember. It is mentioned the first time in the annals of Albert Grau in the twelfth century, and its 
  perfect steel blade as well as the pommel with three diamonds and a wolf in gold is well known amongst 
  the armed men of Middenheim. Although not a magical sword, Eisnir is made of an unknown silvery alloy 
  that makes the sword glitter with the icy fire of Ulric.  The balance and sharpness of the blade are such 
  that it bestows a +5 modifier to its wielder’s WS.  Any PCs who somehow reveals their possession of Eisnir 
  to nobles or military leaders of Middenheim may find themselves the target of suspicion and harsh 
  questions. 
   
  Signet Ring: This ring has the same heraldic device (image of rampant wolf holding two axes, one in each 
  forepaw: on the left of the image is the letter “H” and on the right the letter “T”) that was impressed upon 
  the sealing wax on the letters to Wolfgang Blitzen. 
   
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 27 
   
  Reconnaissance Unit (8 Mounted Soldiers) 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  45 
  41 
  30 
  30 
  39 
  30 
  28 
  30 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  2 
  14 
  3 
  3 
  4 
  0 
  0 
  0 
  Skills: Dodge Blow,  Follow Trail,  Ride ,  Secret Language 
  (Battle) 
   
  Talents: Disarm,  Street Fighting,  Strike Mighty Blow 
  Equipment: Sword, Dagger (SB-3), Mail Shirt (2 AP body), Crossbow (R 30/60, D4, 1 round to load) and 
  ammunition, Black and white-coloured armband, and Purse (3 GCs, 10 shillings, 16 pennies) 
  Feodor Sachs, Thief  
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  41 
  44 
  30 
  30 
  45 
  32 
  31 
  38 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  12 
  3 
  3 
  5 
  0 
  0 
  0 
  Skills: Concealment,  Evaluate,  Secret Language (Thieves’),  
  Secret Signs (Thieves’),  Silent Move 
   
  Talents: Rover,  Alley Cat 
  Equipment: Sword and Sack. 
  Typical Thug  
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  33 
  25 
  30 
  40 
  30 
  29 
  29 
  29 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  1 
  11 
  3 
  4 
  4 
  0 
  0 
  0 
  Skills: Specialist Weapon Group (Fist) 
   
  Talents: Street Fighting,  Strike Mighty Blow,  Wrestling 
  Equipment: Club, Leather Jerkin (1AP body), Knuckledusters (SB–3, pummeling), and Purse (2 shillings 
  and 8 pennies). 
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 28 
   
  Lushtongue, Daemonette 
  WFRP II Version: OWB: Page 88, ToC Page 230] 
  Daemonettes (Q’tlahs’itsu’aksho) are the most common of Slaanesh's daemonic followers. Like Slaanesh, 
  they are perversely and unnaturally beautiful and cause loathing rather than admiration, except among the 
  most depraved.  Daemonettes are nearly as tall as a man, and are generally white skinned (sometimes they 
  can take on a pastel colour like a Keeper of Secrets), with deep green saucer-like eyes.  Daemonette figures 
  and faces are similar to beautiful human women, but they have only one breast, usually on the left.  They 
  often have long flowing white or yellow hair, and decorate their bodies with tattoos in a variety of pastel 
  shades. The arms of Daemonettes end in chitinous crab-like pinchers.  In addition, they have two-toed 
  clawed feet and a razor edged tail. Daemonettes sometimes wear elaborate chain mail armour. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  57 
  42 
  40 
  30 
  35 
  89 
  89 
  89 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  3 
  8 
  4 
  3 
  4 
  0 
  0 
  0 
  Psychological Traits: Daemonettes are immune to all 
  psychological effects, except those caused by any god, Greater 
  Daemon, or Daemonic Prince.   
  Magic: A Daemonette of Slaanesh can know up to 6 Level 1 spells.  In Lushtongue’s case, it only has 
  Acquiescence and Steal Mind. 
  Special Rules: A Daemonette has two claw attacks and one tail attack. They have 1 Armour Point on all 
  locations. A devout worshipper of Slaanesh may summon D6 Daemonettes riding Mounts of Slaanesh by 
  using a Summon Lesser Daemons spell, but at a cost of only 1 Magic Points. If any Daemonettes survive 
  their mission, they will demand that the summoner sacrifices one of his company to Slaanesh before they 
  will depart peacefully.   Lesser Daemons cause Fear to creatures under 10 feet tall and are subject to 
  Instability. 
   
  Chaos Attributes: A Daemonette may be granted up to 6 Chaos Attributes.  Lushtongue was the Chaos 
  gift of Irrational Hatred of Elves. 
   
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 29 
   
  Riploose Sinewthrob  (true name: Eu’dair’kwanio)- Keeper of Secrets 
  WFRP II Version: ToC Page 246] 
  Keepers of Secrets are the huge and powerful Greater Daemons of Slaanesh, resembling Minotaurs in their general 
  physique, but with two pairs of muscular arms. The upper pair ends in immense, crab-like pinchers and the lower 
  pair in powerful humanoid hands that can either hold a weapon or pummel an opponent. Their chests also show 
  their half-male/half-female nature, having one breast, usually on the left.  Keepers of Secrets dress in a baroque 
  costume of chain mail and leather and their skin colour varies widely: always a pastel shade of red, orange, electric 
  blue or vivid green. 
   
  Though violence is only a small part of Slaanesh's nature, Keepers of Secrets are perfectly equipped to destroy the 
  Lord of Pleasures’ enemies. These beings take a sadistic and erotic pleasure in killing and torture, and exist for the 
  enjoyment of carnage. It is also said that Keepers of Secrets (Q’tlahsi’issho’akshami) have earned their name since 
  they know the secret yearnings and desires of any living being, past and present. They may trade their knowledge for 
  services which will further the will of Slaanesh 
   
  Keepers of Secrets are sometimes summoned by Daemonologists in order to gain information about an individual 
  that the Keeper knows. A Keeper of Secrets will always demand some task in return, which range from seducing a 
  person into a chaos cult to corrupting a whole city government.  The task is dependent upon the importance of the 
  question asked. The Keeper of Secrets also requires the summoner to perform the required task by a certain date. 
  After that date, if the task has not been performed, there is a 10% chance each day that the Keeper will return to 
  wreak some unnatural revenge on the Daemonologist.. 
   
  Keepers of Secrets have a 50% chance of being equipped with Daemon Armour (see WFRP p.230), and usually have 
  a magic weapon of some sort.  Riploose has neither in this scenario. 
   
  WS 
  BS 
  S 
  T 
  Ag 
  Int 
  WP 
  Fel 
   
  90 
  93 
  70 
  70 
  95 
  89 
  89 
  54 
   
  A 
  W 
  SB 
  TB 
  M 
  Mag 
  IP 
  FP 
   
  7* 
  71 
  7 
  7 
  6 
  4 
  0 
  3 
  Psychological Traits: Keepers of Secrets are immune to all 
  psychological effects, except those caused by any god. 
   
  Magic: Keepers of Secrets know 6 spells of various levels 
  .  Riploose Sinewthrob knows the following spells (Realms of Sorcery [WFRP I], pages 232-235): 
   
  1st: Acquiescence, Dark Hand of Destruction 
  2nd: Doombolt, Pavane of Slaanesh 
  3rd:Beam of Slaanesh, Soul Drain 
  Special Rules: The Keeper of Secrets has 4 claw attacks or 4 weapon attacks, 1 bite or gore and 1 stomp.  Greater 
  Daemons, such as Keeper of Secrets, cause Fear in all living creatures and Terror to creatures under 10 feet tall.  
  They are subject to Instability and are immune to normal weapons. 
   
  Chaos Attributes: A Keeper of Secrets may be granted up to 6 Chaos Attributes.  Riploose Sinewthrob has the 
  following attributes: 
   1. Poisonous Bite (treat as spider venom, WFRP, page 82) 
  2. Mark of Slaanesh on forehead. 
  3. Scorpion’s Tail (A+1*) 
   
  
  Empire at War – NPC’s converted to WFRP II 
   
  Page 30 
   
  Disclaimer 
   
  This document is completely unofficial and in no way endorsed by Games Workshop Limited. Warhammer 
  Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the Chaos logo, 
  Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, 
  Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, 
  Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol 
  device, Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch logo, Warhammer, Warhammer 
  World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, 
  characters, vehicles, locations, units, artefacts, illustrations and images from the Warhammer world are either 
  ®, TM and/or © Copyright Games Workshop Ltd 2000-2006, variably registered in the UK and other 
  countries around the world. Used without permission. No challenge to their status intended. All Rights 
  Reserved to their respective owners.  
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Madalfred/Conversions/Empire at War.pdf