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
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!
Obituary John Blanche
John Blanche passed away at the age of 77. The news was shared by Trish Carden, a long-time friend and former Games Workshop colleague, via social media. The family has asked for a private funeral and announced a later gathering for everyone who knew John and valued his work.
John Blanche’s wife Lin has asked me to let you all know that John passed away a couple of days ago.
John was an inspirational artist, devoted to his family and a good friend to many. Always generous with his time and knowledge, he was very well loved by all who knew and worked with him. He’ll be hugely missed.
The world of Warhammer was brought to life by his vision of the grimdark setting and I know his art meant a lot to so many of you. He leaves behind an enormous legacy that has enriched many people’s lives.
The family will say goodbye to John privately but there will be a get together in the future for everyone to celebrate John’s life.
Kosk yn kres old friend.
Anyone who got into Warhammer in the 1980s and 1990s really also encountered John Blanche. Not through the rules or the boxes, but through the artwork that shaped countless products in the Warhammer universe. Many remember the iconic cover of the 2nd edition of Warhammer 40,000, the Blood Angels Captain in the midst of battle, surrounded by Orks. That image, too, was created by John Blanche.
His style shaped not only the look of the products, but also the way many hobbyists approached their own projects and models. Blanchitsu, that distinctive mix of conversion work and painting, often using carefully chosen colors like the Zorn palette, helped define what many now understand as Grimdark, and it remains part of what makes that style so special today.
I never met John Blanche in person, but through mutual acquaintances and his many projects beyond the Warhammer universe, I was always able to sense the creative energy he brought to everything he did. In one of his quotes about his work, he once wrote:
„The first images of primeval man would concern themselves with hunting scenes, heroic action, mighty beasts, death masks, war paint, fetishes and trophies. Today we see the same sorts of themes represented in punk haircuts, studded leather and even in the imagery employed in films like Blade Runner and Aliens. This is the heritage of Western culture, and that is what I am trying to tap when I paint.“
He did exactly what he described. And traces of that can be found everywhere, including here. Thank you for your life’s work.
Rest in peace, John Blanche.
Warhammer 40,000 – Tank Wrecks Pt 1
In addition to the other items I've built for my terrain collection, I wanted to add some tank wrecks. In 40k 2nd edition, they actually served multiple purposes, as vehicles (and some other larger models like walkers/dreadnoughts) were not simply removed from the table, but were recommended to stay on the table as wrecks, to provide cover or an obstacle for the remaining units.
I have an "eBay rescue," if you will or rather, a former colleague of mine stopped playing Warhammer and sold off his remaining collection to me — that I wanted to turn into a terrain piece. As it was someone’s first kit of this size, some pieces were not properly cleaned beforehand or had issues with the glue. Therefore, it was a perfect fit for terrain, as it would be a bit too much work to put this to use in the retro army. Not impossible, but simply a good donor vehicle for my purposes.
But first, let us take a look at this Leman Russ kit.
For the Leman Russ Battle Tank, a few "marks" were released over time. The initial/original plastic kit was released in 1994, which got an upgrade in 2003 (for the release of the updated 3rd edition codex) with a newer Imperial Tank Accessories Sprue, and a bigger update in 2009.
What we have here is the 2003 model, which is the same as the 1994 one but with different tank accessories (the classic sprue of 1994, the "newer" sprue of 2003). All the bits marked in red come from the 2003 sprue and are, as such, not fitting for the 40k 2nd edition time frame of 1993 to 1998 and shall be removed.
Until I finish the reviews and build reports on the Leman Russ, you can look up the assembly instructions that I uploaded on the blog for orientation if you intend to do something similar.










































