Warhammer: The Old World continues to expand its library of Arcane Journals, and this time the spotlight falls on Frydaal the Chainmaker and the burning of Westerland. In this review I look at the lore, the gorgeous maps, the Path to Glory rules, and the slightly awkward subject of rebasing your Marauders (again).
What is The Razing of Westerland?
The Razing of Westerland is the latest Arcane Journal for Warhammer: The Old World. Focusing on Chaos Marauders and their invasion of the Empire’s northern coast. Inside it you’ll find:
Narrative background for Frydaal the Chainmaker and her hordes
Regional history and battles across Westerland
New rules and army options for Chaos Marauders
A Path to Glory style campaign system for The Old World
It is aimed at players who want more story and flavour for their Chaos forces, as well as groups looking to run a linked campaign.
Lore, Art and Maps: The Real Highlight
The strongest part of this book is the lore section. The narrative around the Doom of Hollun, the defence of Oostwald and the grinding campaigns across the coast is well written and drenched with atmosphere.
For me the real stars are the maps. The book features sweeping invasion maps that show how the forces move across Norsca and Westerland. Giving you an immediate sense of geography and make it much easier to imagine your own battles in the same locations.
Path to Glory: Fun, But Not Deep
The Razing of Westerland includes a Path to Glory campaign framework for The Old World. But this is essentially an escalation league system:
Players start with a smaller army and grow it by a set amount between games
Units can gain experience and veteran abilities
There are simple rewards for winning battles and completing objectives
It works, and it is easy to run. This is a good thing if you want to get a campaign up and running at a club without scaring people off with bookkeeping.
However, if you are used to the more detailed Path to Glory in Age of Sigmar or Crusade in 40K, this version will feel quite light. There is not much in the way of:
Purchasing or managing units as a resource
Long term injuries or scars
Branching narrative choices
Detailed faction specific upgrades
It does the job, but it could have been much more. I would have liked to see a proper Old World campaign system where you are forced to make choices about what you buy and how your army changes over time.
Marauder Base Size Changes: The Awkward Bit
We need to talk about bases.
The new Chaos Marauder kits are larger and this has forced Games Workshop to push their base size up to 30mm. From a visual standpoint this makes sense.
The problem is for players who already rebased their classic 20mm square Marauders to 25mm for The Old World launch. Being told that those same models should now be on 30mm is frustrating. It means:
More time spent rebasing
More money on new bases or adaptors
Units no longer matching the rest of the army if you decide not to change them
None of this ruins the game, but it does leave a sour taste.
Rules Content for Marauders
Beyond the campaign system and base sizes, the book adds flavourful touches for Chaos players:
Focus on different Marauder cults and their favoured gods
Themed options and abilities that lean into those identities
It is not a huge competitive shake-up, but it does give Chaos armies more character.
Who is This Book For?
You will get the most value from The Razing of Westerland if:
You love Old World lore and want more detail on the northern invasions
You enjoy campaign play and want a simple escalation framework
You collect Chaos Marauders and want more story and flavour for them
You like using maps and specific locations to build your own scenarios
You may be disappointed if:
You only care about matched play balance updates
You are looking for a deep, crunchy narrative system on the level of AoS Path to Glory or 40K Crusade
Final Thoughts
The Razing of Westerland is a strong addition to Warhammer: The Old World if you value narrative and presentation. It is a book that makes you want to set up campaigns and run raids on named villages.
On the other hand, the Path to Glory rules are more of a tidy escalation league than a full narrative engine and the Marauder base size change feels like another hurdle for existing players.
If you are here for story and inspiration, it is well worth picking up. If you’re hoping for heavy campaign mechanics you might want to take a closer look before committing.
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.
If you’re a Total War and a Warhammer Fantasy then today is a big day for you! Tides of Torment has finally released and is available to purchase through our affiliate GamesPlanet.
Fittsy is working (?) hard at reviewing it as we speak and I’m sure you’ll be seeing an article from him soon!
It’s the day we’ve all been waiting for! The day when we spend the cash we’ve been putting aside to buy Christmas presents for our loved ones on Plastic crack instead!
I had the opportunity to play through the first scenario earlier this week, and I’ve got to say it’s refreshing from Cursed City.
Two of us, who didn’t know how to play, had managed to set up, play the game, and finish the scenario in just 40 minutes.
The book of maps is a massive benefit to the tiles you get in Cursed City, and the models are beautiful.
Want a Copy?
If you’re not sure about forking out the £160 for 49 models, you could instead use our affiliate link to buy it through Element Games instead. You’ll get it at £136 instead, and Woehammer will receive a little kickback as well!
Who of us have dreamed of opening our own gaming store?
Well, these dreams are slightly closer to becoming a reality with Tabletop Game Shop Simulator. Move aside, Goat Simulator. There’s a new boy in town!
Introduction
Firstly, a massive thank you as always to Games Planet for providing us a review copy of the game!
Tabletop Game Shop Simulator is being released (or was of you’re reading this in the future) on the 12th November 2025. You can grab your own copy using the codes below through our affiliate link (we do earn a small commission from this).
Playthrough
I think this is supposed to be somewhere in New York, a perfect spot for our new store: James Workshop!
It’s not much right now, but soon, we’ll be running a vast miniatures empire and have no need to give credit to those who help us along the way.
I’ve got to order my first stock. But there’s not too much to order yet.
You get to order from the stockist, and it all arrives instantly outside.
The cretinous delivery driver just leaves your boxes on the street. Luckily, everybody in this weird alternate version of New York is completely honest, and nothing ever gets knicked! And the delivery driver didn’t damage a single one.
Apart from this fellow. He was a bit shifty. Just stood there while I walked in and out with my boxes.
I priced up the stock at 10% less than RRP just to get those smelly feet through the door.
Shelves stocked, but god knows what I do with the boxes. I tried building a fort in the corner where I could hide from customers if they wanted to show me pictures of their painted models… or talk to me about Tau.
Need more boxes for that though.
You can just open the stock yourself and collect the miniatures. Each box gives you a few pieces for lots of minis. So you’ll need to open a few before you have even one mini ready. Of course, that eats into your profit….
I called this lady Janice. While the lady on the right seems to be buying minis instead of much needed clothes….
Yeah, you got to actually click on the money to give the correct change. There’s a card reader too. You have to type in the amount. Unfortunately, you can’t ‘accidentally’ overcharge…
I reached level 2 after a few transactions, which opened up a storeroom!
It has a bin! No more cardboard fort!
You also get a computer which you can use to expand your shop and eventually hire staff to help run the store.
A mop and bucket too. Just in time as well, as these customers are proper gross.
I don’t want to know what the streak on the floor is from.
When you shake and vac, you bring the freshness back…. (one for the older generation there).
So night comes around, and James Workshop shuts at 8pm. It’s time to order some more stock for the next day.
I really need to have a word with that delivery driver. I’m assuming I must be using Evri by the state of the street…
A new poster and the shelves are restocked.
A loss of $3k on the first day? Not bad, I’ll be out of business in no time.
Day 2 and I seem to have a few regulars coming back daily. I’m assuming this gentle woman must be spending all her money minis rather than surviving in the world. I’ve named her Janine.
This lady is Eunice. She brought some paint sets, and I must tell her next time not to use them as lipstick replacement.
This is Brad. He used to be a big-time surfer dude but had a run-in with a shark. He now spends his time giving me money.
So, after pilfering my own stock, I’ve finally collected enough bits to build my first mini.
I can paint it as well at the newly installed painting station in the store.
Yeah, beautiful…. apparently, that paont job added $3 to its value. Eye of the beholder and everything I suppose.
Brad stuck around today as well. He really does miss his surfing. He’s in the process of painting up an Idoneth army. No sharks though apparently.
Some guys decided to use my new gaming table, too. I can only assume they were together, and he was splitting up with her as she had her head in her hands at one point while he was gesticulating wildly at the ceiling.
Thoughts
It’s an interesting “game”, the early days of your store are spent in monotony of selling at the till, cleaning, and restocking. The fun stuff of painting and playing games doesn’t happen until a few days later. You can also increase the size of your store and run events. All in all, if you want a virtual job, it’s great. But you could always earn real life money while doing this:
Plastic kits have been recently announced at Essen! No longer do you have to rely on Etsy or a 3D Printer.
Starting with the Prussian Strosstrupen Warband. If you’re interested in pre-ordering the kit, you can get them from direct from the Trench Crusade website. This kit will be released on 22nd November.
The Stosstruppen of the Free State of Prussia are amongst the most storied and fearsome of New Antioch’s soldiers. Storming through the twisting web of trenches that scar No Man’s Land, they move with peerless coordination as they deliver their famously brutal shock assaults. Even a small force of these noble warriors can smash through the toughest Heretic fortifications with nothing more than a hail of grenades, a furious flurry of clubs, and a jaw clenched with gritted teeth and prayer.
The Prussian Stosstruppen Warband box contains a complete starter force for the Free States of Prussia, a New Antioch variant.
The warband includes 8 models: 1 x Hauptmann, 1 x Feldkaplane, 3 x Stosstruppen, 3 x Yeomen
This plastic kit builds eight models, each with two assembly options. Choose from a selection of weapons, equipment, and head swaps.
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.
Yeah, that title is click-bait… what are you going to do with guys like those fine fellas over at Plastic Craic stealing all your Age of Sigmar Competitive article reading time and Goonhammer releasing the battlescroll. But seriously, what a shake up this is! Regardless of all the other changes that the new season brings, this is for me the biggest impact.
I’m still left in a little wtf shock at these and I’ll be honest, they’re confusing me a bit still even after a couple of reads and trying to write this article.
Should I be trying to select cards to fit my list or fitting my list to the cards? How will I adapt to different battleplans? How many should I realistically be expecting to score each game?
There’s going to be a lot of trial and error here. For sure, one of the best things you can do is get out there and start getting games in the new GHB!
I really want to write Battle Tictacs every time I refer to the tactics in this article but then it’s going to screw up things for people searching for this article. However, if you quietly sneak in saying battle tictac once or twice a game, good on you! I’ll probably come back to these in a month or two once we’ve started to see the dust settle and take a look at the impact and my thoughts as the meta evolves.
Don’t be the kangaroo, read this articel and shake those wtfs off. Fucking Kangaroos!
How does it work?
Well… this part doesn’t seem too complicated…
Pick two cards during army composition
At the end of the turn, can achieve one tactic per turn per card
Each card has three steps which are unlocked by achieving them in order
If you take the double (and aren’t 11 pts behind) then you can’t select a battle tactic
Nothing to stop you attempting a tactic again (and again and again)
Opponent is then the underdog until they seize the initiative
That’s important for 2 of the cards where you are then doubly punished for taking a double
The Cards
Thanks to whichever champ took those screeenshots and turned them into something comfortable to read… if you know who did it, let me know and I’ll credit them!
Master the Paths
Affray: is going to be tricky against some opponents in the first turn or two
Strike: can be potentially blocked easily by opponent, side benefit, forces the opponent to try and block this, oddly hard for the half/half battleplans (of which 1/3 are this)
Domination: this one is a bit weird, if you’ve tabled the opponent all fine and good. 9 inches is pretty far from the corners but you’ll need quite a few units still on the board to pull this off
Restless Energy
Affray: Nice start, this is the sort of thing a lot of armies will want to do turn 1 or turn 2
Strike: And then we get to one which will be really tough in a lot of matchups, still, with a bit of a focus on army comp that can enable this maybe not too bad for turn 3 or 4, for most of the battleplans there is just 1 within enemy territory so that helps
Domination: Well, if you’ve already won, you’re going to win slightly bigger on this one
Intercept and Recover
Affray, Strike, Domination: This one doesn’t even get 3 comments! I really like this one for if you want to have a fun game… playing cat and mouse. Fun idea: Both choose this and chase each other round all game. This one has a big con that it’ll be easy for your opponent to play against it across the game, a good player will be able to deny you points or force you to target the units you won’t want to. Side benefit, your opponent then has to play against it the whole game 😉. Oh yeah, also if you take a double… you auto lose a chance at 5 points. Hmmm, maybe there’s a cool trick here where your opponent won’t expect you to take the double and then you do it anyway because you were never going to score all 3 tactics on the card.
Wrathful Cycles
Affray: Nice easy one early in the game
Strike: Aha, you wanted to double your opponent. Well, nope, this card isn’t for you. Also a fun concept which plays against achieving the Affray Tactic.
Domination: Ah, the destruction battle tactic. Not for destruction armies… just a silly amount of conditionals. Another if you’ve already won you’ll get more points tactic.
Bonus comment: This is one of the most clever cards, if you’ve got a big brain, go ahead and take this one 😉
Scouting Force
Two conditions here which you’ll need to lean towards, infantry and cavalry and not being in combat. That means that for the first 2, you’ll need 3 units out of combat. Certainly a little boost to shooting units who otherwise copped a few nerfs.
Affray: Wholly outside friendly territory is pretty easy on 2/3 of the battle maps making this an easy early score
Strike: Conversely, the enemy territory is small on 3 of the maps making this one tricky when the first is easy
Domination: Same as the Strike, but now it’s even deeper in enemy territory
Attuned to Ghyran
This one is almost an auto-pick for some armies and a never-pick for others in a way the others don’t feel like
Affray: This is seize the centre
Strike: This is bait and trap (which I always really liked because it feels fun to do)
Domination: Can you pin your opponent? Alternatively, have you wiped them out? Then this isn’t too bad but otherwise, this is an easy one to deny
Now how to pick our cards / tailor our lists
Wrong cards Fittsy! Get back to working on the article… hmmm, I haven’t actually played Balatro in a little while.
Also bullet points again for some reason… I’m really digging bullet points at the moment for some reason.
I reckon you need to pick one of 2 cards which is achievable in turn 1 or 2 at worst
Watching out for cards which are going to block achieving them
Watching out for tactics which push us away from how we want the army or list to operate
I’m not even going to get started with whether you pick your cards then your army or vice versa or something in between
Lots of MSU beneficial? Certainly for some of the tactics cards
Wild take… what about picking cards which are going to put decisions on your opponent instead
I didn’t even answer the heading here did I… bugger. Well, I’m still trying to figure that out myself so maybe that’ll be the focus of the follow-up article.
How important is it to score these battle tactics?
A strange question but thinking about maybe not scoring all of these… maybe a more important question than it looks. Over the course of the game, we have a max of 30 points to score if all 6 tactics can be scored. From the objectives, we’ve got a max of 50. So the Battle Tictacs are worth 37.5% of the total points you can score (look at me, I did a maths). It’s more than it feels like at first glance when we compare 5 points a tactic vs 10 points for full objective score. Going just by gut feel, I’m going to wanting to score minimum 4 of the 6 possible tactics so this is going to factor into the cards I choose.
Fittsy’s Faves
Warning: I definitely looked at these with Nighthaunt goggles on… also, I’m a combat sorta fella. I’ve been thinking about which ones I’d take for Khardron and they would be pretty different, hello Scouting Force
I like the look of Master the Paths and Restless Energy giving me options early to unlock and they don’t seem too complicated (I’m a simple sorta fella). I’m oddly coming around on the idea Intercept and Recover (force the enemy to use their units differently) or Wrathful Cycles (an extra disincentive to your opponent to take the double against you.
Final Foughts
Wow, I think it’s going to be tough to even think about scoring all 6 tactics in the game but enabling scoring them is going to make all the difference. Vice versa, denying your opponent their tactics will be important but even harder than under the old system. On the other hand, when it’s hard for you to score those dominion cards, I think it’s also going to be hard on your opponent. I reckon that’ll mean some really tense exciting close games and others which are a complete blowout.
At first I was afraid, I was petrified (after a charge from a Nighthaunt hero into me) but I’m coming around to these now and I am looking forward to sink my teeth into the new system. Am I a bit nervous about managing this on top of all the other changes and new battleplans? Fuck yes. A bit over a week and these are all out officially. Time to get practicing to get those Wins!
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!
Wargames Atlantic, renowned for their exceptional range of plastic miniatures, has just unveiled an exciting new box set that will appeal to both historical and fantasy wargamers. The Peasant Levy set includes 30 highly detailed plastic, multi-part figures, available for £30, offering fantastic value for players looking to enhance their armies.
These versatile miniatures are perfect for a variety of wargaming settings, from gritty historical battles to imaginative fantasy realms. The set features a wide range of poses and equipment, making it easy to customise your figures to suit the narrative of your choice. Whether you’re looking to represent common folk defending their land in a medieval historical setting or adding a unique narrative touch to your Cities of Sigmar forces, these figures provide endless possibilities.
The Peasant Levy box includes various weapon options such as spears, pitchforks, and other everyday tools of the common people. This makes them an ideal addition to any army seeking to include lower-class troops, whether for thematic campaigns, narrative play, or simply to bulk out your ranks. In a fantasy context, these figures could represent determined villagers, forced to take up arms in defence of their homes, adding a rich narrative feel to your battles.
Perfect for players wishing to bring a touch of rustic charm to their forces, the Peasant Levy set offers everything you need to create a ragtag band of fighters. Their simple yet evocative designs make them an excellent way to tell the stories of everyday heroes and unsung warriors, often overlooked in larger conflicts.
At just £30 for 30 figures, Wargames Atlantic’s Peasant Levy set is an essential addition to any collection. Whether you’re a historical wargamer building a medieval army or a fantasy enthusiast looking to add depth to your force, this box provides an affordable way to bring variety and character to your tabletop battles.
The Peasent Levy are available on pre-order and will be shipped in mid December.