Each year I try to make sure at least one hobby project actually gets finished. For 2026, I thought we’d turn that into something the wider Woehammer community could take part in as well.
The goal is simple: Paint one unit per month for an army that you haven’t finished yet. That unit can be anything that would be used in the army, a HQ or character, a vehicle or some basic foot troops. There’s no restriction on the system or setting. Age of Sigmar, Old World, 40k, or something entirely different.
Each month participants share their progress in the Woehammer Discord and finished units will be shown off on Woehammer.
Personally I’ll be doing my Grudgebringer Army which I’ll be using at the Narrative Old World event we’ll be running at Battlefield Hobbies in March. I’ll then keep building this up further ahead of a planned 10,000 points a side Old World battle later this year.
If you’ve got a grey army that’s been staring at you from the shelf, this is your chance.
Here’s some of my Grudgebringers that I’ve painted up so far…
Publisher of tabletop RPGs, wargames, and board games, Modiphius Entertainment Ltd. has today launched the pre-order for two new Fallout: Painters Busts – the NCR Ranger and T-60 Armor.
Available to pre-order from today, Thursday 11th December, the NCR Ranger Painters Bust is available for £30 / $40 and the T-60 Painters Bust for £35 / $45, with both being fulfilled in March 2026.
The iconic and distinct Veteran Rangers’ pre-War riot armor helmet houses some of the NCR’s most elite soldiers. Repurposing the riot armor inspires confidence in the NCR’s citizens and fear in its enemies. Meanwhile, a marvel of West Tek engineering, the suit of T-60 powered combat infantry armor provided the most advanced armor frame in the United States armed forces before the Great War. Its helmet combines an air filtration system for radioactive fallout protection, a bullet-resistant visor, headlamp, and sensory ports that allow the operator to listen to their surroundings.
Also available to pre-order today for £35 / $45, the Fallout: Factions Crew Folio expands the popular wargame Fallout: Factions from its original crews, offering players new factions, faction options, campaign styles, and a collection of new Legends to hire.
Releasing in March 2026 alongside the painters busts, this tome collects previously published additional material for Fallout: Factions, along with revised content from the Battle for Nuka-World starter set and brand-new ways to expand players’ fast-paced skirmish games. When pre-ordering, customers will receive a free promo model of The Rogue Knight.
Included in the new Crew Folio:
Control and Reach Campaigns are refined and made playable by any crew. New Control Quest Lines for the four crews from the Fallout: Factions core rulebook.
Brand new subfactions, along with four subfactions for the Brotherhood of Steel, Super Mutants, Survivors, and Wasteland Raiders.
Updated versions of the Disciples, Operators, and Pack crews from the ‘Battle for Nuka-World’ starter set.
Updated crew lists for the Gunners, Cult of the Mothman, Zetan aliens, Children of Atom, and Trappers, along with a brand-new all-robotic crew helmed by the fearsome Mechanist!
Rules to recruit robotic and creature companions to your crew, from unimposing eyebots to horrifying deathclaws.
A collection of Legends of the Wasteland to hire, including High Confessor Tektus, the Operators’ William Black, and the Disciples’ Dixie.
The Fallout: Factions Crew Folio requires the Fallout: Factions Core Rulebook to use.
A Guide for a GM looking to expand their stories in the Star Trek Adventures Galaxy.
Our friends at Modiphius have recently released a new book for their Star Trek: Adventures RPG. It’s their Exploration Guide, and they were kind enough to send us a copy for a read and a review. Thanks to them for supporting Woehammer!
Modiphius Entertainment
Regular readers may be better acquainted with the wargames that Modiphius sell (and they’ve got more than a few including Fallout and Five Leagues from the Borderlands). But they also have an extensive range of RPGs (role playing games) including the Star Trek Adventures series – now going into it’s second edition.
Star Trek Adventures
Star Trek Adventures RPG provides the players and their GM with all the tools needed to play through Star Trek episodes (or ones of their own imagining). It uses the 2D20 system from Modiphius and it is great fun! I’ve loved Star Trek since The Next Generation, and my credentials go all the way back to joining and Star Trek society at university, so I’ve been a fan for a long time.
Exploration Guide
Book Cover: Modiphius
The Exploration Guide is a full colour, hardback book of 144 pages with a full colour double side map of the Alpha and Beta quadrants. It includes everything a GM needs to create their own missions on the strange new worlds which are present in the Star Trek galaxy.
As with most expansions there are some new character options, but where this book really shines is the creation of sectors, solar systems, planets and biomes. And if that sounds like a lot of potential you would be right.
Each section is beautifully illustrated (with artists credited… /cough), and with many, many tables for generating the next away mission.
A Federation vessel escaping from a pulsar (Art: David Metlesits)
And did I mention the tables… I love the tables. My RPG playing goes back to the days of Traveller, and I sometimes struggle with story telling when being a GM, so a table is great to prod me into action. Just remember to bring the D20s… no D6s here!
Hmmm… tables! Maybe I need to get better at taking pictures from books!
Playing in Biomes
The majority of the book covers nine different Biomes from cave systems (complete with 60s polystyrene if you want), to deserts and everything in between. In each section there is a description of what our intrepid explorers might meet, the sub-types of biomes and potential threats and advantages of being there.
Of particular note here is that each section is crammed full of mission ideas and story hooks. For when you are struggling for inspiration.
So grab your GM, D20s and an exploration party and soon you may find yourselves in a Temperate Flower Forest, in the middle of a recent Burn Scar that has torn through a Glade. But remember the mission: There’s a distress call from deeper in the Forest.
And if I can do that in a few D20 rolls, imagine where it can take you!
Buying a Book?
The book costs £35, and as always, buy where you play; so check your local FLGS to see if they have a copy or can order in.
Alternatively check out Modiphius Entertainment’s own website.
If you are in the UK, you can find them at Dragonmeet at the end of November on stall D22.
What’s the conclusion?
This is a great book and a brilliant edition to a franchise I love… so it was always going to go down well. But the production quality, artist credits on the superb pictures and tables, tables, tables… have all combined to definitely convinced me it’s worth recommending.
So we give it 5 Woehammers!
And just in case you run other sci-fi RPGs or skirmish wargaming, and you’re looking for inspiration the solar system generation, and the biomes sections of this book are mostly rule agnostic and you could easily use this in another setting as an aide for idea generation.
Thanks again to Modiphius for providing us a copy to review.
After years of toiling in secret were interrupted by the idiotic plans of the Skaven, the Helsmiths of Hashut have accelerated their plans for total domination, and now march into battle under choking clouds of ash. Their ambition knows no bounds, and they see all the realms and their peoples as resources to exploit in an arrogant quest for power.
Battletome: Helsmiths of Hashut is your 90-page guide to the latest army in Warhammer Age of Sigmar, duardin who worship the tyrannical god Hashut, who claims to be a forgotten ancestor god. From him they learned how to entrap daemons in their weapons, which they use to devastating effect. You can learn all about their history through pages of exciting lore supported by gorgeous art and miniatures photography, and practise their destructive craft on the tabletop with a full suite of battle traits, enhancements, and warscrolls, as well as two Regiments and Armies of Renown, a Spearhead, and Path to Glory rules.
This book will also be available in a smaller gamer’s edition, which includes a full set of 32 reference cards. This version will be available only while stocks last.
As one of the most ancient mortals still living in the Age of Sigmar – depending on where you draw the line on the slann and a few other characters – it is said Urak Taar learned how to shackle daemons from Hashut himself. He has created countless weapons and daemon engines, and continues to practise cruel magic in an attempt to reach godhood himself, even though he should have succumbed to the stone-flesh curse many centuries ago. As the leader of the Forge Anathema, he rides into battle atop the bronze-bodied Ghorrakos, an Infernal Taurus that displays a frightening degree of sentience.
This kit can also build a Daemonsmith on Infernal Taurus, who uses their position atop a living statue to cast powerful sorceries and turn the tide of battle, before charging in to skewer and crush their pitiful foes with their living statue mounts. The Daemonsmith has two head options and two options for each arm, while the Infernal Taurus has two pairs of horns to choose from, plus a forehead gem with and without smoke emitting from it.
By learning the teachings of Hashut, Daemonsmiths become masters of infernal mechanisms and magics that evoke the fire of the forges. Their towering arrogance and unquenchable desire for power make them natural leaders, and in battle they use their skills to empower nearby daemon engines.
The kit can also build an Ashen Elder. These priests sit high in the hierarchy of the temples dedicated to the Father of Darkness. They wield sacred Black Hammers in battle as they bellow hateful orations, while keeping a close eye on their soldiers to make sure they are acting with an appropriate degree of fanaticism…
Each ziggurat’s royal clans are ruled by a War Despot, a brutish tyrant swollen with dark power and clad in the finest armour crafted by the forges. They demand that their underlings triumph in all things, or perish in ignominy, and set at their rivals with large daemonflame glaives, which crackle thanks to the daemonic essence bound within.
The image of the taurus is holy to the Helsmiths, and so the mutants called Bull Centaurs are worshipped by the Zharrdron as if they were living demigods. With their every whim and desire catered for, their egos swell to colossal size, to the point that they view their enemies as inferior beings to be crushed under hoof or by swinging maul.
This box can build three Bull Centaurs, or three Anointed Sentinels – a more zealous breed who are raised as temple guards. They stand watch over the battlefield and recount scripture as the Helsmiths desolate all before them, launching brutal counter-charges if their foe tries to interfere. Bull Centaurs have a set of four interchangeable horns, while Anointed Sentinels have a set of three interchangeable masks, and the kit also comes with a Helsmiths of Hashut transfer sheet with 450 transfers.
The Infernal Cohort are the backbone of every Zharrdron army, drawn primarily from the royal clans, who have chosen to repay their wages of toil by seeking glory on the battlefield rather than choking in forges. Those with Hashutite blades are experts in running their foes down, hacking away with brutal efficiency, while regiments that wield Hashutite spears form armoured walls that are able to stand their ground against the most brutal of charges.
This box contains 11 miniatures – 10 Infernal Cohort and a gong-carrying hobgrot. One of the duardin can be built as a champion with a hammer and shield, or with a two-handed axe, one can be built as a standard bearer with three head options and three banner toppers to choose from, and one can be built as a musician, whose hobgrot attendant has two head options. Standard Infernal Cohort miniatures all feature separate left arms that are interchangeable between minis, and shields, which are also interchangeable. This box also contains a Helsmiths of Hashut transfer sheet with 450 transfers.*
Few know the true provenance of the Dominator Engines, walking mechanised constructs that are created in the image of the Bullfather. Within their furnace-bellies burns a conflagration of tormented daemon-essence, which lends their dread weapons a malign power. Those with bane maces wade into enemy battlelines, crushing and pulverising their foes with their ensorcelled weapons, while those armed with immolation cannons unleash torrents of daemonfire that spreads with supernatural swiftness.
Each Dominator Engine has two stomach plates with distinct designs, plus a choice of two face plates and two pairs of horns that can be mixed and matched, as well as poseable arms.
The Helsmiths of Hashut create all manner of destructive weapons and war machines, each powered by the essence of daemons bound through exacting arcane rituals. Within the screaming payload of a Deathshrieker Rocket Battery resides a writhing daemonic flame. This dire stuff ignites on contact with air, racing towards foes as if possessed by some vile sentience, consuming all it touches. This kit can also build a Tormentor Bombard, an artillery piece that uses the raw essence of Chaos as ammunition, its destructive ordnance tearing targets to pieces in explosions of dark power. Each war machine comes with accompanying crew, and the box contains a Helsmiths of Hashut transfer sheet with 450 transfers.
Zharrdron artisans who are capable of making intricate weapons are often recruited into the regiments of the Infernal Razers. Operating in small groups, they wield complex and devastating firearms that unleash destruction from range as their operators cackle spitefully. This box builds five Infernal Razers, each equipped with either Grizmalok Blunderbusses that shred foes with booming shots, or Karagthrun Flamehurlers that roar with torrents of superheated flame. The champion can be built with a choice of two heads.*
Hobgrots are furtive and deceitful creatures who recognise the might of the Zharrdron empire, or the relative safety offered by ingratiating themselves with those who would otherwise wipe them out, at least. Their lot in life is still a miserable one, as the Helsmiths deploy them ahead of their main battleline to secure an advantage… and to range their brutal artillery. This box contains twenty Hobgrot Vandalz, whose champion can be armed with a cruel chain weapon or a vicious dagger. It also contains a Helsmiths of Hashut transfer sheet with 450 transfers.*
You can complete your infernal collection with a set of 16 Helsmiths of Hashut dice, which are cast in a rich, marbled purple that evokes the livery of the Forge Anathema. Each dice has green pips and features the faction icon on the six face.
Ivar Krakenblood was born on the ice world of Fenris, destined to one day serve as a Wolf Priest and perform great feats for the Allfather. Ulrik the Slayer gives him a quest, to recover a lost relic of the Space Wolves and change fate itself. With a band of warriors comprising new friends and old allies, he must nevertheless face a terrible foe to succeed.
Krakenblood by Marc Collins is available to pre-order next week in a gorgeous special edition, which features an introduction by the author and the existing short story The Price of Morkai. It is presented in a black cloth cover, with screen-printed art and gold foil details, plus black page edges and a ribbon bookmark. It is available only while stocks last.
You can also pre-order this epic tale in hardback, eBook, and MP3 audiobook formats.
Phoenicium, City of Rebirth, has been razed to the ground and in its place rises Blackpyre, ruled by Abraxia, one of Archaon’s greatest champions. Despite her victory over the forces of order, Abraxia is now mired in a web of conspiracies that threaten to destroy her new stronghold. Only the same strength of will that took her from pitfighter to favoured champion of the Varanspire will see her through. Abraxia: Spear of the Everchosen by Chris Thursten will be available to pre-order in hardback, eBook, and MP3 audiobook formats.
Countless stories occur all across the galaxy, with seemingly nothing linking one outburst of violence and heroism to another, but Peter Fehervari has found the threads linking together a series of disparate events in The Dark Coil: Ascension. This anthology brings together novels The Reverie and Requiem Infernal and eight short stories, all trapped in the sprawling web of the Dark Coil. You can pre-order it in paperback and eBook formats next week.
Twenty years after Anvilgard fell to the Daughters of Khaine and became Har Kuron, Knight-Incantor Tivrain Greymantle is on a dangerous mission to liberate those still incarcerated by Morathi-Khaine. Her actions are in defiance of Sigmar, in her way is a horde of Khorne Bloodbound, and what awaits her is a secret more dangerous than she can imagine. Anvils of the Heldenhammer: The Ancients by Dale Lucas is available to pre-order in paperback format next week.
The Cities of Sigmar are safe havens in the wild and chaotic Mortal Realms. To become part of the forces that protect them is to pledge one’s life and limbs to the cause. Few know this better than those who went on the Dawnbringer Crusades, but even those who decided to stay and protect their homes have suffered through many battles and tragedies. On the Shoulders of Giants and Other Stories contains the novella On the Shoulders of Giants by Adrian Tchaikovsky and 11 other short stories by authors Hal Wilson, Liane Merciel, Noah Van Nguyen, Anna Stephens, and more. It will be available to pre-order in paperback next week.
The Rose in Darkness (French language)
On the shrine world of Opal, Sister Superior Augusta of the Order of the Bloody Rose and her squadmates are on a mission to retrieve the skull of the revered Saint Veres, during a time of great reverence and celebration in the planet’s capital. Beneath this joyful facade, political strife bubbles and rebel attacks gnaw at the city. A secret festering beneath the metropolis begins to surface as a Genestealer Cult makes itself known, and lights a beacon that will draw a hive fleet near. The Rose in Darkness by Danie Ware is available to pre-order next week in paperback and eBook formats, for French language readers.
Minka Lesk: The Last Whiteshield (German language)
From young Whiteshield to renowned Cadian officer, Minka Lesk has seen many battles in her life, from the fall of Cadia to the grinding siege of Crannog Mons. German Language readers can follow her career in Minka Lesk: The Last Whiteshield, an anthology that collects three novels and two short stories by Justin D Hill. It will be available to pre-order in paperback and eBook formats next week.
This collector’s resin miniatures set can be used to upgrade the board game and are scaled to fit. This set features alternate poses of the Normandy crew than those found on the plastic miniatures in the board game.
A capable all-rounder, COMMANDER SHEPARD makes the squad more than the sum of its parts. GARRUS VAKARIAN grants the squad several options for powerful, precise ranged attacks. Defensive powerhouse URDNOT WREX is a master of close-ranged combat. LIARA T’SONI unleashes powerful biotic effects to predict, negate and impede enemy actions. TALI’ZORAH NAR RAYYA fights alongside her faithful combat drone, CHATIKA VAS PAUS, sabotaging defenses and unlocking doors.
This set contains six 32mm scale multipart, high-quality resin miniatures with optional parts and plastic bases. Requires some assembly. Supplied unpainted.
1 x John Shepard (with optional helmeted head)
1 x Jane Shepard (with optional helmeted head)
1 x Urdnot Wrex
1 x Garrus Vakarian
1 x Liara T’soni
1 x Tali’zorah Nar Rayya and Chatika (removable stand alone drone)
This collector’s resin miniatures set can be used to upgrade the board game and are scaled to fit.
This set contains three 32mm scale multipart, high quality resin miniatures with optional parts and plastic bases. Requires some assembly. Supplied unpainted.
This collector’s resin miniatures set can be used to upgrade the board game and are scaled to fit.
This set contains three 32mm scale multipart, high-quality resin miniatures with optional parts and plastic bases. Requires some assembly. Supplied unpainted.
This great value bundle includes one set of each of the Mass Effect Miniatures sets available at launch. Note that this bundle does not include enough miniatures to replace all the enemy tokens in the board game. You may prefer to consider the Board Game Miniatures Bundle which includes multiple copies of the most common enemy miniatures sets.
This bundle includes a £40 discount which gives you the Heroes of Normandy Alpha set for free.
Twenty-four 32mm scale multipart, high-quality resin miniatures with plastic bases. Requires some assembly. Supplied unpainted.
The Miniatures Collector Bundle includes the following sets:
Heroes of the Normandy Alpha
1 x John Shepard (with optional helmeted head)
1 x Jane Shepard (with optional helmeted head)
1 x Urdnot Wrex
1 x Garrus Vakarian
1 x Liara T’soni
1 x Tali’zorah Nar Rayya and Chatika (removable stand alone drone)
This great value bundle includes at least one set of each of the Mass Effect Miniatures sets available at launch, with multiples of the lower level enemies that you can use to replace many of the enemy tokens from the board game, enough for even the fiercest battles!
This bundle provides a saving of £96, equivalent to getting the Heroes Of Normandy Alpha, and both Priority Threat Sets for free.
This contains forty-eight 32mm scale multipart, high-quality resin miniatures with plastic bases. Requires some assembly. Supplied unpainted.
The Board Game Miniatures Bundle includes the following sets:
Heroes of the Normandy Alpha
1 x John Shepard (with optional helmeted head)
1 x Jane Shepard (with optional helmeted head)
1 x Urdnot Wrex
1 x Garrus Vakarian
1 x Liara T’soni
1 x Tali’zorah Nar Rayya and Chatika (removable stand alone drone)
Far to the south of the continent of Nedresita, beyond the temperate climates and beautiful landscapes of Regis-Kasteel and Pan Korbo, the sprawling tropics of Little Amazon, and the pristine waterfalls and shimmering rivers of Bella Lagos, lie the Broken Steppes.
An arid and forbidding wasteland of dust and secrets, the Surienta Simio region of the Broken Steppes is as inhospitable as it is barren. Marked with volcanoes and the ghostly ruins of the Old World, it is a savage and desolate place that all but the hardiest of folk avoid.
But there are people who call the Broken Steppes their home. From the Flat Top-riding Spears of Highguard and the enterprising populations of Lotus Canyon, to the inhabitants of Trench City and the Conduits who live alongside some of the region’s most dangerous predators, the natives of Surienta Simio have found ways to not only survive amidst the jagged peaks and harsh deserts, but to thrive.
But the world is changing. Conduits – called “Thralls”, and feared by most Everans – are being forced from their homes all across Evera Prime, bringing them ever closer to Everan communities. In addition to this, the Surienta Simio region does not rest easily. Deep beneath the surface, Evera Prime’s seismic wrath is ever growing, and threatens to scourge the Broken Steppes clean with volcanic fury. Centuries ago, a group of researchers built the city of Trisagasimio to study this activity; what secrets – and dangers – could await there?
All this and much more can be found within the pages of the Broken Steppes Setting Guide, the latest expansion for Dreams and Machines. With myriad new options for players to create vivid characters, as well as a trove of resources for gamemasters, this book is a must-have for anyone looking to further personalize their adventures on Evera Prime.
The 128-page full-colour, hardcover Broken Steppes Setting Guide features:
A complete overview of the Surienta Simio region of the Broken Steppes, including detailed location guides so you can seamlessly slot these places into your ongoing Dreams and Machines adventures.
Brand-new character creation options so players can create their own unique Conduit characters, utilizing a selection of Conduit-specific talents and Advanced Archetypes to help you immerse them in their way of life.
Conduit-themed locations to provide suitable backgrounds for new characters, or settings for adventures beyond the Broken Steppes.
All-new rules and guidance for player-run settlements, enabling players to create their own bespoke communities filled with NPCs, allies, and services, and grow them into warm villages that act as hubs for downtime and roleplay opportunities.
New GLIFs, talents, and equipment, including Conduit-specific gear and rules for harnessing some of the creatures of Evera Prime as ground mounts.
Requires the Dreams and Machines Player’s Guide and the Dreams and Machines Gamemaster’s Guide.
Against the worst the Wasteland can throw at you, often the only thing you can do is stand by a strong friend and face it together. In Fallout: Factions, the Survivors work together or die alone. Few crews bring the same teamwork to the field that the Survivors can, able to quickly defend one another from harm, fighting with unusual weapons and always scouring the Wasteland for the choicest scrap. Ingenuity and stubbornness are par for the course for Survivors, and few fight as hard as those fighting for their home.
The reach of His light draws all kinds of people into Atom’s fold. Grand Zealot Richter was a member of the Enclave in a prior life, before being rescued from certain doom by the Children of Atom. He is now a faithful disciple of Atom, leading the zealots in their efforts to protect the Nucleus. Amongst those following the Grand Zealot are Zealot Theil, a dedicated convert to the church that was once part of a group of island settlers. High Confessor Tektus leads the Nucleus sect of the Children of Atom, extolling the great plans that Atom has for the island’s inhabitants. If the High Confessor’s will is done, the fog’s grip on the surrounding area will only grow stronger.
Contents:
1x High Confessor Tektus
1x Grand Zealot Richter
1x Zealot Theil
3x Plastic Bases
This Fallout: Miniatures set contains three 32mm scale high-quality multi-part resin miniatures with plastic bases and alternative heads.
Children of Atom want nothing more than to spread Atom’s word across what remains of the Wasteland. Circumstance has brought them to Far Harbor, where they worship and pray inside an old nuclear submarine. Zealots and Grand Zealots form the elite fighting core of the group, using some of the most durable suits of armor found anywhere. The vast majority of the flock are not skillful combatants but even they pose a threat, armed with Gamma guns that fire the radioactive essence of Atom Himself…
Contents:
4x Marine Armored Zealots
1x Brother
1x Sisterl
6x Plastic Bases
This Fallout: Miniatures set contains six 32mm scale high-quality multi-part resin miniatures with plastic bases and alternative heads and weapons.
Settlers, survivors, different names for the same people – those who brave the worst the Wasteland has to offer with nothing more than the promise of a better tomorrow keeping them going. Survivors are those plucky few who band together and try to forge something worth keeping: a home. From all walks of life, they’ve all travelled long, arduous roads of their own – but now, they walk together.
Contents:
9x Survivors
1x Dog
10x 30mm Plastic Bases
This Fallout: Factions set contains ten 32mm scale high-quality multi-part hard plastic miniatures with optional parts and plastic bases.
The Mojave isn’t just a desert—it’s a blasted frontier of dust, danger, and stubborn survivors clinging to the bones of the Old World. Out here, every crumbling highway hides secrets, every settlement fights to keep raiders at bay, and every sunrise promises another struggle to survive until nightfall. Small settlements don’t last long, but the fortified towns and cities have weathered the dust storms and wars in relative safety behind their walls… though what festers inside their gates can be just as deadly. The Great War may be history, but the Mojave has never stopped being a battlefield.
Royal Flush is a road trip down to the Sierras and the Mojave, amid the turmoil engulfing the NCR in the run-up to the Second Battle of Hoover Dam. Against the looming threat of war, the Player Characters stumble into a plot to escalate regional tensions, become embroiled in conflicts between gangs and settlements, and have the chance to visit the famous New Reno and New Vegas.
Within the 240-page, full-colour, hardcover Royal Flush quest book you will find:
A main quest line and side quests to stop an accelerationist plot that seeks to plunge the Wasteland into a brand-new war, taking you from level 1 to 21.
A host of new NPCs and three new character origins: Enclave Remnant, Follower of the Apocalypse, and Viper Initiate.
New rules for harsh desert environments, gambling, encounter generation, vehicles, and more!
This book requires the core rules found in the Fallout: The Roleplaying Game Core Rulebook.
The 23rd century serves as the foundation of the entire Star Trek universe. A time in which many of the most iconic people, starships, and locations are introduced, and when many of its key events take place.
The 23rd Century Campaign Guide presents the entire 23rd century for you to use in the Star Trek Adventures roleplaying game, from the growing pains of the nascent Federation in the century’s early decades to the rising tensions with the Klingon Empire that sparked a brutal war in 2256-2257. Then, onward into the bold “five year missions” period and the volatile latter third of the century.
Characters of every department, from command to medical, can use new rules and character options to deepen their gameplay experience. No matter the composition of your crew, this guide provides the means for you to play through some of the most dramatic and influential periods in Star Trek!
How does your crew fit into this iconic era and what trailblazing stories of their own will they tell?
The 128-page full-color The 23rd Century Campaign Guide features:
New player character options, including new options for the Environment phase of lifepath character generation, the new Free Trader career path option, and 12 new career events.
New optional rules for generating casualties and impacting characters with lingering consequences such as fatigue, scars, and trauma.
Guidance to help players and gamemasters create amazing missions and campaigns that fit thematically into the 23rd century, and to collaboratively tell stories with your crew that are as evocative and epic as those involving Michael Burnham, James Kirk, Nyota Uhura, Christopher Pike, Mr. Spock, and many others.
Information about four key periods of the century, along with specific details for each key period concerning the state of the Galaxy, technological advancements, and the major and minor civilizations at play.
Extensive player advice about playing characters through the various periods in this century, along with sample focuses, traits, and values for players to consider adding to their characters.
Advice for gamemasters on the themes and tones present in each period of this century, and information on various styles of play and campaign structures that might best fit each period.
This second edition supplement is compatible with both first edition Star Trek Adventures and the Captain’s Log Solo RPG.
You may have read my review of Modiphius’ Forgotten Ruin recently, a solo adventure game set in a fantasy world of Orcs, Trolls, and Dragons. But, rather than controlling a warband of Warriors, clerics, and healers, you instead have a unit of modern-day infantry.
I enjoyed the game so much I decided I would do a campaign for the site.
So… prepare to enter the world of Forgotten Ruin from the British perspective, the eyes of the elite 22 SAS regiment. This series will follow a troop of SAS as they navigate the dangers of Ruin, paving the way for a larger force. This article introduces the team, their equipment, the environment they’ll be fighting in, and the first enemies they’ll face.
We’ll publish a new article each month as we keep track of 22 SAS in the Forgotten Ruin.
Squad Creation
First up is creating our unit. Forgotten Ruin asks you to create a squad along with a platoon leader and platoon sergeant. In the book, these soldiers are from the US Army Rangers. But being British, I wanted to switch the unit up and bring it closer to home.
PLATOON COMMAND Captain Anthony Smith – Troop Commander The officer in overall command, responsible for strategic decisions. Sergeant-Major Craig Daniels – Troop Sergeant The senior NCO, responsible for discipline and operational efficiency. Sergeant Leo Woods – Squad Leader Leads the initial ground element and reports to the Sergeat-Major.
Sgt. Leo Woods
1 FIRE TEAM Corporal Ben Richardson – Section Commander Section commander leading the first fire team. Trooper Cian Fletcher Trooper Adam Bennett Provides additional firepower to the fire team with an underslung grenade launcher Trooper Lawrence Bell Provides long-range reconnaissance and overwatch with their sniper rifle.
2 FIRE TEAM Lance Corporal John Porter – Section Second-in-Command Leads the second fire team. Private Jacob Fox Private Liam Baxter Provides additional firepower to the team with an underslung grenade launcher Private Danny Jordan Provides heavy firepower with the team machine gun and anti-tank capability with an NLAW.
1. Fire Team
I chose to use Anvil Industries 3D prints for the models of the SAS, using their modern infantry choices to create what hopefully would pass as the elite British unit. To make them stand out, I chose a simple camouflage scheme (though not green as I didn’t want them to blend into the board too much).
When you first create your unit, you can create three known personalities. Think of these like the main characters of a TV series. One of these has to be the Squad Leader, while another needs to be one of your Fire Team leaders, and the final one can be anyone.
I rolled the personality traits for Sergeant Leo Woods and got Independent Minded, Confident and Hot tempered. As an added bit of depth I used a random hometown generator, and Sergeant Woods comes from the village of Washington in Northumberland.
Corporal Ben Richardson got Loyal, Imaginative and always asking to borrow things. Cpl Richardson comes from Macclesfield in Cheshire.
Finally I decided to choose trooper, Cian Fletcher, as the third character who got Logical, Confident and Loves snacks. Cian Fletcher comes from Liverpool.
Region 1
I rolled up the enemy mobs of evil humans for the first region and got three mobs of warriors with one led by a champion.
Mob 1 – Evil Humans
Mob 3 – Evil Humans + champion
I don’t actually have any suitable miniatures for the Evil Humans so I bought a box of Wargames Atlantic Dark Age Irish Warriors.
Touchdown, lads
The familiar thrum of the Chinook’s rotors vibrated through the cabin as it descended, stirring up a gritty haze that smelled faintly of earth and something else… something metallic. Strapped into the jump seats, the troop was a collection of green and black shapes in the dim light. This wasn’t a standard drop; the landing felt heavy, almost reluctant.
“Touchdown, lads,” Troop Sergeant Craig Daniels’ voice, calm and steady, came over the comms. “Let’s get this bird secured. Looks like she’s decided to take an early retirement.”
Corporal Ben Richardson shifted in his seat, peering out into the gloom. “Early retirement in this charming locale, Sar’nt Major? Hope the pension plan’s decent.”
A low chuckle rippled through the comms. It sounded like Trooper Cian Fletcher. “Knowing our luck, Richo, the retirement package involves a complimentary burial plot.”
Sergeant Leo Woods’ voice cut in. “Less talk, more action. Let’s see why our chariot’s decided to become a garden ornament.”
The Chinook settled with a final, shuddering thud. The rotors wound down, the sudden silence amplifying the strange sounds of the night a low hum, the rustling of unseen things. Then, a series of worrying mechanical groans and clicks echoed from the engine compartment. “Pilot’s reporting issues, Sar’nt Major,” a voice crackled, Trooper Liam Baxter, sounding a touch strained. “Something’s gone tits up with the power.”
Daniels’ reply was immediate and decisive. “Right, standard drills. Woods, you’re with me. Richardson, take Fletcher and Bennett, sweep three-six-zero out to twenty metres. Porter, you take Fox and Baxter, same on the opposite arc. Bell, find us some high ground on the bird. Jordan, heavy gun facing out, eyes peeled.”
The side door creaked open, revealing a wall of darkness. The air was cool and carried that odd metallic scent.
Woods was the first out, his rifle held low and ready. Daniels followed, “Anything obvious?” Daniels’ voice was a low murmur.
“Negative, Sar’nt Major,” Woods replied, his gaze sweeping the unseen terrain. “Just black as pitch and quiet… too quiet.”
Richardson’s voice came over the comms. “Strange vegetation out here, Sar’nt Major. Nothing I recognise.”
Fletcher’s voice followed quickly. “Smells like a scrap yard after a thunderstorm.”
Bell’s calm tone reported, “Good overwatch from the roof, Sar’nt Major. Can’t see much beyond the immediate vicinity.”
Jordan’s steady voice confirmed, “Heavy weapon’s online, Sar’nt Major. Ready to roll if needed.”
Daniels surveyed the immediate area, his senses sharp. The unexpected grounding of their transport had thrown a spanner in the works, but these lads were adaptable.
“Alright,” he commanded, his voice firm but low. “Woods, secure the immediate perimeter around the Chinook with me. Richardson, Porter, keep your patrols tight and report anything out of the ordinary. We’re not going anywhere for a while, it seems. Let’s make sure whatever’s decided to trap our taxi doesn’t get any closer.”
With practised efficiency, the troop moved into their assigned roles, the initial banter fading into the focused silence of professional soldiers facing an unknown situation.
Campaign Area
I used a map I found in the style I wanted off the Internet and then drew regions on it using Canva. For additional forward planning, I randomly determined the mob types that would be in each region as well. This way, I can plan the models out!
The initial battle will take place in region 1, a dense woodland area. The terrain will be similar to that of a European woodland but with subtle differences. The Chinook, will be barricaded for defense and will serve as the troop’s initial base of operations.
To try and keep myself painting regularly, I’ve decided to post a weekly hobby.
Whoops, I missed a week! But I did get a lot done.
First up, I managed to complete an SAS character for the Forgotten Ruin campaign I’ll be doing on the site.
Joining him is the first of two SAS patrols.
The Dark Age Irish warriors box from Wargames Atlantic comes with four Irish Wolfhounds as part of the kit. These were nice and quick to paint and just need their basing sorted.
Finally, I got another 5 Irish Warriors done. These will also feature in the Forgotten Ruin campaign.
To try and keep myself painting regularly, I’ve decided to post a weekly hobby.
Whoops, I missed a week! But I did get a lot done.
First up, I managed to complete 10 High Elf Swordmasters and felt dirty while I did….
I’ve a number of games such as Silver Bayonet or Forging Ruin, which have Ghouls feature in them, so I took the opportunity to get these done.
The display box for taking nicer photos is also nearly ready! I used the dry placed trees to test it out on another unit I painted this week – Dark Age Irish Warriors.
My framing isn’t the beat here, but you hopefully get the idea of how it’ll work.
I may do an article on the construction of the box at some point as well, as its really simple to do.
Our thanks to Modiphius for providing us with a copy of these rules so that we can review them!
If you’ve ever wondered what would happen if a modern-day military unit got dropped into a world full of orcs, dragons, and fairy tale nightmares, Forgotten Ruin has you covered—and honestly, it’s a bloody good time.
First Impressions
The theme takes after the book of the same name, and is very loyal to its source material. You’re not just commanding faceless soldiers, you’re creating a proper squad with backstories and quirk. I went the whole hog: giving names to each of my characters as well as including minor personality traits that are within the book like “always thinking about food” or “always has a bad feeling about this”. I actually went a step further and even used location generators to give them a hometown and flesh them out. It genuinely felt like I was building a cast for a gritty Netflix series set in Middle-earth with guns.
The game’s campaign system is where it really shines. You’ve got three core characters, and a roster of grunts. If this were a TV series, those three characters are your starting stars, and have their personalities fleshed out. After each game you get to roll up the personalities of another character, slowly adding further details to your squad. As the mission go on, you’re also able to give the unit magical weapons and spells. But on top of that they may change their appearance as the fantasy realm they find themselves in gradually changes them.
The campaign is completely geared up to telling a story, and when a mob champion evolves into a villain? Chef’s kiss.
There are three introductory missions that walk you through the rules, which are great for those new to miniature wargaming. The rulebook itself is nicely laid out, with some fantastic artwork—modern soldiers squaring up against fantasy horrors is always a good.
Credit Modiphius
Plus, it’s miniature and scale agnostic – meaning you can use any minis in your collection. I used 40k Astra Militarum for my soldiers and Kruleboyz from Age of Sigmar when I played my first few games.
I enjoyed it so much I’ll be doing a full campaign playthrough on the site, so watch this space!
The Rough Edges
Now, if you’re a tactical heavyweight looking for deep mechanical crunch, you might find the combat system a bit lightweight. It’s deliberately streamlined, perfect for storytelling, but some will find it a bit too simple on the tabletop.
Also, be warned: there are a lot of tables. Rolling for events, for injuries, enemy mobs, for objectives, for what your squad had for breakfast (okay, maybe not that last one, but you get the idea). It’s all very flavourful, but it does mean keeping notes becomes essential. That might not be everyone’s cup of tea.
Who’s It For?
This is tailor-made for solo gamers, especially those who don’t always have a local group or FLG scene. It’s also great for hobbyists who love kitbashing and personalising their minis—since your models evolve and change throughout the campaign, there’s loads of room to visually reflect that in your army.
If you like story-rich gameplay, light mechanics, and have a soft spot for post-apocalyptic fantasy, it’ll be right up your alley.
Comparison
To me, Forgotten Ruin feels like a tabletop blend of XCOM and The Silver Bayonet. Like XCOM, you’ve got a squad that grows, suffers, dies, and evolves. Losing a soldier actually hurts, because you’ve spent time building them up and giving them a background, and then you’ll have to bring in replacements, green as hell, to fill their boots. Plus, you only have so many replacements you can actually bring in.
Mechanically, it shares some aspects of The Silver Bayonet, particularly with its game phases. Each soldier rolls to determine whether they act in the quick or slow phase, with monsters piling in between (In Silver Bayonet half your unit goes before the monsters and half after).
Final Thoughts
Forgotten Ruin aim is simple, it’s trying to tell a story, your story. It’s cinematic, it’s brutal, it’s occasionally hilarious, and above all, it’s a hell of a lot of fun.
Highly recommended for solo gamers, narrative fans, or anyone who’s ever wanted to see Special Forces face off against a Dragon.
⭐⭐⭐⭐
Rating: 4 out of 5.
Forgotten Ruin is currently on Pre-order at Modiphius but will be shipped next week!