Stargrave – Bold Endeavour
Four supplements in, and Joseph A. McCullough takes Stargrave again somewhere it has never gone before. Bold Endeavour, released in October 2023, started life as a large sprawling campaign and ended up as something considerably more interesting. While working on the ship rules he had originally planned as a side feature, McCullough found himself enjoying them so much that they became the centrepiece of the book. The result is the first Stargrave supplement that fills the space between scenarios rather than just adding to what happens on the table.
What is it about?
Every independent crew in the Ravaged Galaxy lives and dies by their ship. It is their home, their strategic headquarters, and in many of the genre's defining stories, practically a character in its own right. The Millennium Falcon limping out of Mos Eisley. Serenity held together by improvisation and stubbornness. The drive to keep your ship flying - whatever it takes, wherever you have to go to find the parts - is one of science fiction's most reliable narrative engines.
Bold Endeavour makes that part of the game. Between scenarios, crews now roll for space encounters: pirate ambushes, black holes, space krakens, derelict ships, first contact events, wormholes, wounded space whales. Each encounter draws on the new ship crew assignment rolls and can damage Structural Integrity, injure crewmembers, or deliver unexpected loot. Managing the ship – repairing it, upgrading it, deciding which systems to prioritise – becomes a campaign layer running parallel to everything else.
The five scenarios in the book are standalone and unconnected, designed to drop into any existing campaign rather than form their own narrative. For groups who want a complete campaign, this is a supplement about the infrastructure of play rather than a specific story.
June 2026 review
Halfway through 2026!
The year is already half over, and we have seen quite a bit so far. CONflict Rheinland may have taken place at the end of May, but the coverage only went online in June, so I’m including it here as well. Once again we had our own table, played a good amount of games, and had a really solid day overall. What more could you want?
It is a bit of a shame, though, that the next tabletop event, as things stand now, will not be until September: Rhein Main Multiversum 2026 in Nidderau. So there will have to be a few private sessions in between.
Speaking of private gaming sessions, there were a few of those in June as well. I met up with Team Würfelkrieg for some gaming and bbq, and we played a few rounds of What a Tanker! That will definitely be continued with more games later on. The highlight, though, was the ride in the Willys Jeep.
Adeptus Titanicus – New Warlord Titans and Reaver Titan
The Legions Imperialis range was among the systems covered in the Big Summer Preview 2026. As the model range is largely complete, the excitement was there, as it could be something completely new added to the range, for example Custodes, finally Primarchs or something similar spectacular.
But it was none of that, yet still something titanic. "New" weapons for your titan legions, and I put that new in quotation marks for a reason. We were shown two new variants of the Warlord Titan and one new variant of the Reaver Titan.
The core kits have been available since 2018, and weapon options were partially released in plastic and partially available in resin by Forge World. These new additions to the range are mostly options moved from Forge World resin into plastic sprues. These options will be available as complete boxes of their own, as well as individual sprues like other variants are currently available.
Konflikt ’47 – House rules for Löwe Project Fenris
With the progress of the kickstarter campaign of Panzerdivision Cerberus one of the stretch goals was presented, the Löwe tank with a Sci-Fi / Weird War weapon set. But as this would be not just a stretch but simply not fitting most World War 2 settings, I didn't write house rules for Bolt Action but rather Konflikt '47 for this unit.
Enjoy!
Panzerkampfwagen VII Löwe Project Fenris
The Panzerkampfwagen Löwe was one of the more ambitious German heavy tank projects of the war, envisioned as a breakthrough vehicle with exceptional armour and heavy armament. Various proposals were made for the design, ranging from a somewhat lighter version to an even more heavily protected super-heavy concept. Had it been built, the Löwe would likely have been used much like other German heavy tanks: as a fearsome assault vehicle intended to smash through enemy positions and challenge opposing armour head-on. But whispers spoke of an alternative weapon developed for the Löwe. Not simply another gun, but something far more experimental. A weapon based on a completely new and untested technology. Project Fenris.
Reports are scarce and often contradictory. Some describe devastating battlefield performance, while others claim effects that seem almost impossible to explain.
(Use these house rules or just use PzKpfw. VI Königstiger Ausf. X from p. 47 of the Axis army book)
Unit Type: Super-Heavy Tank
Requisition Points: 487pts (Regular), 585pts (Veteran)
Standard Weapons: 1 turret-mounted Schienenkanone and 1 forward-facing hull-mounted MMG
Movement Rate: Advance Up to 9", Run 9"-18"
Damage Value: 11+
Quality / Morale Value: Regular (9), Veteran (10)
Rift Unit (Only if Armed with Schienenkanone): Rift Dice (1), Hyper Velocity Weapon (see K'47 rulebook, page 84)
Options: May add 1 pintle-mounted MMG for +15pts, Replace Turret-mounted Schienenkanone with Super Heavy Anti-tank Gun -35pts.
Special Rules: - Armoured All Around
- Slow
Bolt Action – E-Series and Löwe House rules
We just covered the E-10 and E-25 from the Ambush Miniatures Kickstarter Panzerdivision Cerberus, and I saw a lot of people asking how to use them in their games, for example in Bolt Action.
I want to take care of that and wrote some house rules for these units to be used in the third edition of Bolt Action. You will need the core rules for Bolt Action 3rd edition as well as the Armies of Germany supplement book from the same edition to use these unit entries. These are unofficial fan-made rules for private use only and are not affiliated with Osprey Games or Warlord Games.
As it depends on how you want to integrate these models into your game and which narrative you want to pick up, there are certain basic options for these. I used the unit entries from the Armies of Germany book and cross-referenced and calculated how these modifications would affect the point values and such, and this is the result. To keep them as flexible as possible, I provide unit entries from Inexperienced to Veteran for all of them. It is up to you whether you want to play them as the dire Last Stand scenario or as if the war continued into 1946 (and onwards). Therefore I kept the options for Panzer Aces, like Tiger II and other late-war vehicles had. But you are free to use them as unproven prototypes, manned by inexperienced crews, like the Panzer VIII Maus is covered in the book.
If you wish to do so, you can drop the Panzer Ace and add Unreliable or Götterdämmerung (Panzer VIII Maus, p. 63 in Armies of Germany) from the unit profiles provided below. Depending on how hopeless you want to paint the situation, without point reductions to the unit entries. Otherwise reduce the points by 10% if you wish.
All of these vehicles would be added as entries to the Late War Force Selection Guide on p. 125 in the Armies of Germany book. All pictures by Team Würfelkrieg.
Ambush Miniatures – E-10 and E-25 Tank
Today we are covering a topic that has a long tradition here on the Chaosbunker: a tank review!
The occasion is the new Kickstarter campaign by Ambush Miniatures, The War is not over – Panzerdivision Cerberus, which focuses on numerous prototypes and "what-if" concepts from the late years of the war. The campaign covers six different vehicles in total: the E-10, E-25, E-50, E-75, the Panzerkampfwagen Löwe, and an additional Flak variant, all in 28mm scale (approximately 1:56). In today's review, we are taking a closer look at two tank destroyers: the E-10 and the E-25.
But let's start from the beginning and introduce the company behind the campaign. Ambush Miniatures may not be immediately familiar to everyone. Ambush Miniatures is the result of a merger between Heer46 and Air Raid 36/46, two long-time tabletop hobbyists who have combined their passion for World War II miniatures and vehicles under a new name. Heer46 has previously released many historical and "what-if" designs in both 15mm and 28mm scales, while Air Raid 36/46 had established itself in the market with a broad range of 1:200 scale models for aerial combat. Together, they now aim to pool their experience and capacity to bring further ideas to life.
At the heart of the new campaign, Panzerdivision Cerberus, are the armoured vehicles of the E-Series. The E-Series was a German development programme from the Second World War intended to replace the wide variety of existing tank and tank destroyer types with a standardised family of vehicles. Multiple weight classes were planned, ranging from light vehicles up to the heavy E-100, in order to simplify production, maintenance and spare parts supply. The "E" stood for Entwicklung (development), representing the next unified generation of armoured vehicles. None of these vehicles ever reached serial production, however; the project remained at the drawing board stage.
Stargrave – Hope Eternal
We already gave you the reviews on Quarantine 37 and The Last Prospector. Now we move on to thethird supplement for Stargrave: Hope Eternal, released in 2022. Where the previous supplements expanded the competitive game with new campaign structures, Hope Eternal takes a different direction entirely: it is a dedicated solo and cooperative supplement, and the most narratively ambitious entry in the Stargrave line to date.
What is it about?
It starts with a routine data grab. An anonymous client wants access codes to a prisoner database on a backwater planet. Standard work for an independent crew. What follows is anything but routine.
The freed prisoners carry intelligence on a secret meeting between two of the major pirate fleets, the same fleets that have been keeping the Ravaged Galaxy in a state of permanent darkness since the Last War. Somewhere in an abandoned system, there is a space station designed to trigger supernova-level events. If the right crew can board it, arm it, and get out alive, both fleets could be destroyed in a single moment.
Hope Eternal is a ten-scenario linear campaign structured in three acts. Part One covers the initial job, a pair of daring prisoner rescues, and a desperate escape. Part Two tasks the crew with tracking down the last surviving operator of the space station, obtaining a keycode from one of the harshest planets in the subsector, and sourcing a rare mineral that can turn the station into a weapon. Part Three is the infiltration itself – boarding a station that turns out to be less abandoned than expected, restarting the computer, overriding the safety protocols, and triggering the experiment before the pirates work out what is happening. The final question is whether the crew can outrun the blast radius.
Joseph A. McCullough is upfront about his inspirations: the original Star Wars trilogy, Terminator, The Lord of the Rings, and Jack Campbell's Lost Fleet novels. He is equally clear that this is the first time he has written Stargrave with the crews in an explicitly heroic role. Whether that framing sits comfortably with you depends on how you read it. A more pragmatic interpretation is that the moral framing serves a structural purpose – it gives the solo campaign a defined direction that prevents it from becoming an open-ended exercise without stakes. The crews may be rough around the edges and not above pocketing a few credits along the way, but the campaign needs a reason to keep pushing forward, and "destroy the pirate fleets" is a more compelling one than most.
Warhammer 40,000 – Space Marine Terminators Pt 2
We already covered the introduction to the classic Terminators back in March on the blog, and now it’s time to move on to the characters and additional options.
As outlined in the previous article, the 1990s models came in three basic poses, plus a Sergeant, a Chaplain, and a Librarian in Terminator Armour. Naturally, depending on the projects you have in mind, that also includes the models for the Space Wolves and the Dark Angels’ Deathwing. According to the Codex Ultramarines for the second edition of Warhammer 40,000, a Space Marine Terminator Squad consisted of five models: one Sergeant and four regular Marines. “Regular” is a relative term here, as these are veterans of the First Company. This also means that, according to the Codex Astartes, Terminators wear the helmet colour of veterans, which for Ultramarines would be white. That would also apply to the Imperial Fists, although in earlier editions this was not always implemented consistently by the ’Eavy Metal team.
This squad was equipped entirely with a power fist and storm bolter, but one model could be armed with a Terminator Heavy Weapon. In addition, each model in the squad could exchange its power fist for a weapon from the Terminator Assault Weapons section of the wargear list. In practical terms, this meant that a model could be equipped with a storm bolter and Cyclone missile launcher, assault cannon, or heavy flamer. The melee options for Terminators consisted either of a pair of lightning claws, a chainfist, or a thunder hammer with storm shield, while the Sergeant alone could also take a power sword. All of these options were covered by the miniature range. The same applies to the Space Wolves’ Wolf Guard and the Dark Angels’ Deathwing. Options such as plasma cannons for Terminators only appeared after the second edition.
For character models, there was the option to be equipped in Terminator Armour. This was either the classic loadout of storm bolter and power fist, or alternatively a pair of lightning claws, thunder hammer and storm shield, storm bolter and chainfist, or storm bolter and power sword. The character models in Terminator Armour each came with a storm bolter; in the case of the Chaplain, a Crozius Arcanum, and in the case of the Librarian, a psychic axe. The Terminator Captain only appeared rather late in the 1990s (UK White Dwarf #229, January 1999) and is therefore, not just strictly speaking, not a true second-edition model.
Warhammer 40,000 – Tank Wrecks Pt 2
After stripping the Leman Russ in the last article, it was time for the next step.
I needed inspiration for a tank wreck, and gathering ideas wasn’t all that easy. Since Warhammer tanks are much closer to World War II-era vehicles than to modern combat tanks, I looked for inspiration there. That led me to a Panzer IV wreck in Normandy and a Sherman wreck, this one was used in Lebanon in the 1980s, but in terms of design it is still very much a 1940s tank.
The question was how to transfer this kind of damage onto the Leman Russ while still keeping it retro. I found a great reference on DakkaDakka by NeoxRonin: an excellent burned-out wreck. As you can see when comparing it to the model from the last article, the version is much more modernized and a little too grimdark for the colourful tables of retrohammer but it is still an amazing paint job and conversion. He also used Death Korps trench rails and air filters on the model, along with replacing the sprocket and wheels with parts from a model kit.
Warhammer 40,000 – Alien Cactus Plants
You can't play on an empty stomach ... err table, and therefore not only ruins and buildings are needed, but some proper flora and sometimes even fauna. One of the most iconic pieces of plant terrain are the alien cactus plants we've seen across multiple battle reports and army shots.
The picture below shows them in an Ork village in UK White Dwarf 164, from an extensive terrain building article by Adrian Wild on modelling cover for your games of Warhammer 40,000.
And after seeing them in action at the Chaosbunker Classics, I decided I had to build my own and I'd like to share how I did it!





































