Solo, Co-op, & Narrative Wargaming Campaigns

Solo wargaming has been on my mind a lot recently. Playing with or against friends has so many obvious benefits and there’s no need to go into them here. But family, work, and a lack of human opponents can really limit your opportunities to roll some dice.

I’m not a vastly experienced wargamer. In fact, the range of games I’ve played is probably quite limited compared to most others. But, for what it’s worth, I consider Joe McCullough’s Rangers of Shadow Deep the gold standard of solo and co-op narrative wargaming. I also see his Perilous Dark book (predominantly created around Frostgrave) as something of a Bible in this area.

Solo, Co-op, & Narrative Wargaming Campaigns

As much as I enjoy Joe’s games, I’m always keen to try out others, and my latest points of interest have been Brutal Quest and Planet 28, two titles by Mammoth Miniatures.

With an enjoyable solo sci-fi game of Planet 28 already under my belt, I’m now in the process of planning a narrative solo campaign for its fantasy alternative, Brutal Quest. I wanted to draw heavily from Rangers of Shadow Deep and Perilous Dark to make this complex, immersive, and challenging, even without the involvement of another human player.

With that in mind, I’ve gone about putting together this solo and co-op narrative campaigns guide. And, though it’s based around Brutal Quest, it’s easily transferable to any other gaming system.

Related reading: Random events for solo/co-op rank and flank battles.

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I’ve also spent the past few months tinkering with AI. I know some folks are, at best, suspicious of such technology, but, in my opinion, it has a lot of great potential to enhance solo and co-op narrative wargaming campaigns. I think you can liken AI to magic in any fantasy story – too much of it can be overwhelming, but, when used acutely and wisely, it offers a lot of benefits and advantages.

That said, I’m not someone who wants to bring the digital world into my analogue hobby, so I’d never be looking to use AI during my games. This is more about crafting ideas and narratives in the preparation and planning stages.

I also acknowledge that AI has its flaws. Every output it generates must come from somewhere, and there’s always a very real risk of plagiarism. Not that this guide is intended as a product for sale. It’s just something I’ve been putting together anyway as I plan my own narrative campaign.

I figured that others might enjoy and benefit from it, too, so I’m publishing it in the hope that it might help you add a few extra dimensions to your solo and co-op games. If you’d like to chat more about it offer any feedback, suggestions, or pointers, please join the Tabletop Miniature Hobby Discord, which is a brilliant community of enthusiastic and friendly hobbyists.  

For now, though, let’s crack on with building this campaign…

My Campaign Narrative

So, to my story, then. I’ll be setting it in the Warhammer World where I’ll aim to take a traditional RPG-style party of four (sorcerer, barbarian, dwarf, and ranger) on a journey from The Dark Lands, North through the World’s Edge Mountains, skirting around the edge of The Empire, and onwards to the Realm of Chaos itself.

warhammer map for solo or co-op wargaming campaigns

They are in pursuit of an antagonist, and they’re not your typical band of do-gooder heroes.

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  • Zargul Fireweaver, a Hobgoblin Shaman
  • Drakar Bloodtracker, a Hobgoblin Ranger
  • Courtney Lovecraft, a Mutant Barbarian
  • Xarzul Twobeards, a two-headed Chaos Dwarf

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The antagonist is another Chaos Dwarf by the name of Balrik Flameforged, the estranged cousin of Twobeards, who betrayed an imprisoned him in The Dark Lands. The other three are also former prisoners and slaves of Flameforged, and each has their own personal desire for vengeance.

The campaign will pit the party against a diverse range of opponents in a wide variety of environments. There’s a real risk in situations like this where you feel like you’re repeating the exact same game only with a different set of miniatures and terrain on the table. This guide is an attempt to avoid that.

When creating examples for each of the sections in this guide, I’m going to use a scenario where the party face-off against Festerblade Rotsworn’s Nurgle worshipping warband. This includes Festerblade himself, a Chaos Warrior called Brother Rust, a daemon called Festemus, a Best of Nurgle called Festergrub, multiple bases of Nurglings, and several Plaguebearers.

Cards & Random Roll Tables

Cards and tables will play an integral role in this narrative campaign. I know these aren’t unique to Rangers of Shadow Deep and Frostgrave, but to me, they’re standout factors in both games. These can be used for anything, from treasure and clues, to plot points and major events.

Having a standard deck of cards where each card is assigned to a particular random event can keep games fresh and unique. And, having more cards than there are turns, means you don’t know exactly what’s going to be drawn or included.

With that all said, let’s kick on towards part one where we’ll look at scenarios and mission objectives in solo, co-op, and narrative wargaming campaigns.

Scenario & Mission Objectives

If you’re playing a solo or co-op game, then you won’t get a lot of mileage out of filling the table up with baddies and trying to kill them. Instead, think about what your characters need to achieve. The baddies or monsters are still there to try and stop them. But killing them all probably isn’t the big-picture goal.

In Perilous Dark, Joe McCullough uses the example of characters trying to destroy a statue, and coming up with some potential reasons for why said statue needs to be destroyed. He also talks about missions where players are tasked with collecting a certain number of artefacts or items.

Here, it can be as simple as looking at your terrain and miniature collection, deciding what you want to put on the table, and then creating a story (and objective) from that.

Narratives That Go Beyond Combat

Taking to AI for a moment, here are some examples of objectives that go beyond trying to out-kill a bunch of NPCs.

Retrieve the Artifact: Your party must secure a valuable artifact hidden on the battlefield and successfully escape with it.

Hold the Line: Defend a specific area or objective for a set number of rounds against waves of enemies to win.

Infiltration: Infiltrate the enemy camp, gather intelligence, and escape without being detected.

Sabotage: Destroy a critical enemy structure or weapon within a limited number of turns.

Rescue Mission: Locate and rescue a captive ally or important NPC while fending off enemy forces.

Race to the Finish: Your party must reach a specific location on the battlefield before the enemy does.

Diplomatic Solution: Negotiate with a neutral faction on the battlefield to gain their support or cooperation.

Escort Duty: Safely escort a vulnerable NPC or convoy from one side of the battlefield to the other.

Protect the VIP: Defend a high-value target within your party from assassination attempts.

Survival Challenge: Outlast a continuous onslaught of enemies for a specific duration without losing all party members.

Of course, these can offer a lot more fun (and meaning) when they are a small part of a bigger narrative campaign. For example, my own warband are trying to track down and kill the antagonist Balrik Flameforged. Therefore, each battle they fight should tie into that wider story.

Scenario Objectives & Outcomes

Going back to AI, I told it all about Festerblade Rotsworn’s Nurgle worshipping warband my party of antiheroes will be up against, as well as the general setting and layout of my terrain. I can then ask it to come up with some potential victory conditions.

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Here’s what it offered me:

Claim the Moldering Banner: Festerblade Rotsworn’s banner, crafted from flayed human flesh, is a gruesome symbol of power. Your heroes believe that capturing this gruesome symbol could lead to clues about Balrik’s whereabouts.

Harness Nurgle’s Corruption: As your party pursues Balrik, they discover that he’s been tampering with the forces of Nurgle. Completing forbidden rituals or manipulating the taint’s energy can provide your heroes with the unholy strength needed to confront him. These rituals might uncover secrets related to Balrik’s plans.

Exploit the Valuable Captive: Rotsworn’s warband holds a captive who may hold knowledge of Balrik’s whereabouts. Your goal is to rescue this hostage and exploit their knowledge or worth to your advantage. Victory involves securing their cooperation or extracting valuable information.

Plunder the Plaguebearer Nests: Plaguebearer nests conceal tainted relics and artifacts. Your heroes must locate and loot these nests, seizing any valuable items for their gain. Winning requires plundering all the plaguebearer nests.

Disrupt the Chaos Portal: Rotsworn’s warband is attempting to open a rift to the Realm of Chaos in an effort to aid Balrik Flameforged’s escape. Reach the portal’s location and perform sinister rituals to bend its power to your will. Victory involves establishing mastery over the portal.

Seize the Forbidden Relic: A powerful relic hidden in the desolate terrain beckons your heroes. They believe that possessing this artifact could give them an advantage in the hunt for their nemesis.

Survive the Plague Wind: A noxious Plague Wind is sweeping across the battlefield, carrying deadly diseases. Your objective is to survive a set number of turns while dealing with the effects of the Plague Wind. You win by keeping all your heroes alive until the end.

I can then choose the one that appeals the most and dig for some more details about what success (or failure) could look like in this encounter. Let’s opt for “Exploit the Valuable Captive”.

“Your party has learned that Rotsworn’s warband holds a captive of significant value, whether it be a skilled artisan, a spy with crucial information, or someone with connections to your primary target, Balrik Flameforged. Your goal is to rescue this hostage and exploit their knowledge or worth to your advantage. Victory involves securing their cooperation or extracting valuable information.”

Potential Victory Conditions

Rescue and Extraction: The primary condition for victory is successfully rescuing the valuable captive from the clutches of Rotsworn’s warband. To achieve this, your warband must reach the location where the captive is held, confront any guards or obstacles, and escort the hostage to safety. Victory is yours if the captive is safely extracted by the end of the game.

Secure Cooperation: In addition to rescuing the captive, another path to victory is gaining their cooperation. This could involve persuading, convincing, or even intimidating the hostage into willingly aiding your warband. Victory is achieved if, by the end of the game, the captive is cooperative and provides valuable information, assistance, or services that will aid your campaign.

Interrogation and Intelligence: If your warband successfully captures and interrogates the valuable captive, you may obtain essential intelligence or secrets that can be used to your advantage in your quest to track down Balrik Flameforged. Victory is achieved if your warband successfully interrogates the captive and acquires valuable information.

Evasion and Escape: If Rotsworn’s warband becomes overwhelmed or incapacitated, and your warband manages to escape the battlefield with the valuable captive, it’s considered a victory. This outcome acknowledges that Rotsworn’s warband’s power and control over the hostage have been broken.

Limit Nurgle Influence: If your warband can disrupt Nurgle-themed rituals, actions, or spells aimed at corrupting or manipulating the captive, you may hinder Rotsworn’s warband’s influence over the hostage. Achieving a certain number of disruptions within the game may lead to victory, as it demonstrates your warband’s ability to protect the captive.

Clue Markers & Plot Points

In Perilous Dark, Joe McCullough talks a fair bit about treasure tokens and clue markers that can further an investigation, as well as a narrative. Let’s look at how such plot points might look within the “Exploit the Valuable Captive” scenario.

Captive’s Journal: Your party finds a bloodstained journal near a clue marker. It belongs to the captive and contains cryptic notes about Balrik Flameforged’s recent activities and connections to a hidden artifact. The journal hints at the artifact’s location.

Hidden Chamber: Investigating a clue marker reveals a concealed chamber beneath the battlefield. Inside, your party discovers an ancient tome filled with forbidden rituals. The captive’s knowledge of these dark arts could be exploited to your advantage.

Secret Meeting: A clue marker leads your party to a location where members of Rotsworn’s warband held a clandestine meeting. Intercepted documents detail a plan to ally with a different chaos faction, revealing potential weaknesses in the Rotsworn’s warband’s defenses.

Enchanted Shackles: Your characters find a set of peculiar shackles near a clue marker. These enchanted restraints were used to hold the captive. Upon inspection, your party realizes that these shackles could be repurposed to restrain a powerful enemy in the future.

Cryptic Map: Your party uncovers a torn map that seems to point to a hidden cache of valuable items. The captive’s information confirms that these items are essential for your campaign against Balrik Flameforged.

Traitorous Note: A note found at a clue marker suggests that a member of Rotsworn’s warband might be willing to betray their leader in exchange for safety. This information could be used to sow discord within the enemy ranks.

Random Event Cards

Now, we can add further flavour to the narrative and challenge to the gameplay with some random event cards.

Foul Stench: A putrid cloud of noxious gas engulfs the battlefield. All characters, including your own, suffer a -1 penalty to their Attack and Agility for the next turn as they struggle to endure the foul odor.

Pestilent Aura: Rotsworn’s warband’s presence exudes an aura of pestilence. Characters within 10cm of any Plaguebearer or Festemus must pass a Psyche test at the start of their turn or suffer 1 damage. Rotsworn’s warband members are immune to this effect.

Swarm of Nurglings: A horde of Nurglings erupts from the ground at a clue marker, obstructing your path. To pass, a character must defeat the Nurglings in combat. Victory allows you to proceed, but defeat results in a -1 Agility penalty.

Brother Rust’s Vengeance: Brother Rust, the Chaos Warrior, seeks vengeance against one of your characters. Randomly select a character; they are targeted by Brother Rust during his next activation, ignoring other targets if possible.

Festemus’ Pestilence: Festemus, the Daemon, releases a burst of pestilential energy. All characters within 10cm of Festemus must pass a Psyche test or become diseased, suffering -1 Agility until cured.

Nurgle’s Resilience: Rotsworn’s resilience is bolstered. All Nurgle followers gain +1 Melee for the next turn, making them even more challenging to defeat.

Plague Wind: A noxious cloud of pestilence sweeps across the battlefield. All characters must make a (P) roll. Failure results in suffering 1 damage for each point below the target number. Nurgle followers are immune.

Rotten Ground: The ground becomes treacherous as it turns to rot and decay. All characters moving through or standing on open ground suffer a -1 (A) penalty for one turn.

Nurgle’s Resilience: The Plaguebearers’ bodies become more resilient. They each gain +1 to their armor rolls for the next turn.

Plaguebearer Regeneration: Plaguebearers exhibit their unnatural vitality, restoring lost wounds. All Plaguebearers recover 1D6 lost hit points.

Nurgle’s Blessing: Nurgle’s blessings bring despair to your warband. One random player-controlled character must make a break test. Failure results in that character losing 1 action point on their next turn.

Epidemic Outbreak: Nurgle’s diseases spread rapidly. Each character within 10cm of a Plaguebearer must make a break test. Failure results in suffering 1 damage for each point failed. Nurgle followers are immune.

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Character Dynamics & Development

For any story to live and breathe on the tabletop, we need to see our miniatures as characters, rather than something akin to chess pieces. Being on the same side doesn’t guarantee that your characters get on. Some might even hate each other and see their alliance as nothing more than a temporary necessity. 

We can also use random events to give clues about a character’s backstory, or to add or limit certain character effects. 

A concept I’m drawn to, though, is one of individual personal objectives that exist alongside the overall scenario objective. Let’s dig up some options from our AI gaming buddy.

Personal Objectives

Zargul Fireweaver (Hobgoblin Shaman)

Blightbearer’s Curse: Zargul aims to weaken Rotsworn’s warband by placing a curse on one of the Plaguebearers, sapping its strength. His objective is to cast a debilitating curse on a Plaguebearer during the battle.

Drakar Bloodtracker (Hobgoblin Ranger)

Secure the Escape Route: Drakar is tasked with ensuring the group’s safe escape after extracting the captive. His objective is to locate and secure a viable escape route marked by a clue marker.

Courtney Lovecraft (Mutant Barbarian)

Engage Festemus in Battle: Courtney wishes to challenge Festemus, the Daemon, in combat to prove her strength. Her objective is to engage Festemus in melee combat and emerge victorious.

Xarzul Twobeards (Two-Headed Chaos Dwarf)

Gather Intelligence on Balrik: Xarzul seeks information on Balrik’s whereabouts and weaknesses. His objective is to gather intelligence from a clue marker regarding Balrik Flameforged’s location.

Internal Warband Dynamics

Now, let’s generate a character dynamics table that you can roll on, prior to playing a particular scenario.

Bitter Rivalry: Two characters in your warband have a long-standing feud. They refuse to work together and receive a -2 penalty to skill rolls when they are within 5cm of each other.

Unlikely Allies: Two characters who previously disliked each other have found common ground during a recent mission. They now receive a +2 bonus to skill rolls when they are within 5cm of each other.

Mentorship: One character takes another under their wing, providing guidance and training. The mentee may reroll one failed skill roll per turn while within 5cm of the mentor.

Hidden Affection: Two characters in your warband have developed romantic feelings for each other but are keeping it secret. If they fight alongside each other, they gain a +1 bonus to skill rolls.

Frenemies: Two characters have a love-hate relationship, often bickering but still working together effectively. They may reroll one failed skill roll per turn while within 5cm of each other.

Grudge: One character holds a grudge against another for a past mistake. When within 5cm of the target of their anger, they receive a +1 bonus to skill rolls but suffer a -1 penalty to (P) rolls.

Loyalty Test: A charismatic character challenges the loyalty of their comrades. All characters must make a (P) roll. Those who fail receive a -2 penalty to all skill rolls for the next turn.

Estranged Friends: Two characters who were once close friends have drifted apart. When they fight alongside each other, they suffer a -2 penalty to skill rolls.

Sacrifice: One character is willing to sacrifice themselves to save another. If they are in combat together, they can use their actions to protect the other character, but they cannot attack or move.

Sibling Rivalry: Two siblings in your warband are highly competitive. When they fight together, they gain a +2 bonus to (A) rolls but a -2 penalty to (P) rolls.

Shared Tragedy: Two characters share a painful past event that has brought them closer. If one of them is injured, the other gains a +2 bonus to skill rolls until the end of the turn.

Old Friends: Two characters have been friends for a long time. When they fight together, they gain a +1 bonus to all skill rolls and may share an action once per game.

Secret Admirer: One character secretly admires another from afar. If they are in combat together, they gain a +1 bonus to skill rolls, but the admired character has no knowledge of the admirer’s feelings.

Sibling Protection: An older sibling is highly protective of their younger sibling. They may use one of their actions each turn to protect the younger sibling, granting them a +1 bonus to (A) and (M) rolls.

Revenge Pact: Two characters have sworn vengeance against a common enemy. When they fight that enemy together, they gain a +2 bonus to skill rolls and may reroll one failed skill roll each.

Unwavering Loyalty: One character is unwaveringly loyal to another. If the loyal character is within 5cm of their chosen ally, they may use one of their actions to reroll a failed skill roll for that ally.

Jealousy: One character is envious of another’s success. When the successful character gains a reward, the jealous character must pass a (P) roll or become distracted, receiving a -2 penalty to skill rolls for one turn.

War Stories: Two characters enjoy sharing tales of their past exploits. When they’re near each other, they gain a +1 bonus to (P) rolls and a +1 bonus to break tests.

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Ongoing Character Development

When playing a campaign, you’re going to want these dynamics carry over and evolve from game to game. It’s a good idea to implement a campaign system that tracks character development, interactions, and storylines. Here are some ideas:

Campaign Record Sheet: Create a campaign record sheet where players can track their warband’s progress, character relationships, and significant events. Include sections for each character’s name, traits, abilities, and any notable relationships.

Character Advancement: Characters should gain experience points (XP) or campaign points (CP) based on their performance in each game. These points can be used to improve skills, acquire new traits, or deepen relationships.

Relationship Points: Introduce a mechanic for tracking relationship points between characters. Positive interactions and teamwork during games can earn relationship points, while negative interactions or betrayals can lead to lost points.

Character Bonds: Encourage players to develop character bonds by creating backstory connections. For example, two characters might be childhood friends, siblings, rivals, or sworn protectors of each other. These bonds can provide bonuses or special abilities when characters are together.

Evolve Relationships: Allow character relationships to evolve over the course of the campaign. For instance, a rivalry might turn into mutual respect, or a secret admirer might eventually reveal their feelings. Let players role-play these changes during games.

Campaign Events: Introduce campaign-specific events or scenarios that focus on character development and relationships. For example, a scenario could revolve around resolving a conflict between two characters or helping two characters become closer friends.

Narrative Consequences: Make the narrative consequences of relationships more apparent. For instance, if two characters have a strong friendship, they might gain additional bravery or synergy during games. Conversely, a broken relationship could lead to penalties.

Character Arcs: Develop character arcs based on their relationships and backstories. Characters can have personal goals related to their connections with other members of the warband. Completing these goals can lead to character growth.

Events and Choices: Incorporate choices and events that impact character relationships. For example, a critical decision in one game might determine whether a rivalry intensifies or resolves in the next game.

Campaign Storyline: Weave an overarching campaign storyline that integrates character relationships and personal goals. Make sure that the narrative reflects the evolving dynamics within the warband.

Campaign Events Log: Keep a log of significant campaign events, including character interactions, rivalries, alliances, and any major storyline developments.

Relationship points

I liked the suggestion of creating a Relationship Points (RP) mechanic for narrative campaigns. This definitely has the potential to add depth and storytelling opportunities to our games.

I decided to ask the AI for a guide on how to implement and use an RP system in narrative campaigns:

Define the Purpose of Relationship Points

Determine what RP will represent in your campaign. RP can signify various aspects of character relationships, such as trust, friendship, rivalry, or even romantic interest. Decide whether RP will be a measure of positive or negative interactions between characters.

Establish Starting RP

At the beginning of the campaign, assign starting RP values to characters based on their backstories, bonds, or pre-existing relationships. This sets the foundation for how characters feel about each other at the campaign’s outset.

Determine RP Gain and Loss Conditions

Clearly define the conditions under which characters can gain or lose RP. Consider the following factors:

Successful teamwork and cooperation: Characters gain RP when they collaborate effectively during games.

Saving or protecting another character: Award RP for acts of selflessness or heroism.

Achieving shared objectives: Characters earn RP when they work together to accomplish goals.

Personal quests or favors: Completing a mission or assisting another character in their personal quest may result in RP gain.

Set RP Thresholds

Determine RP thresholds that trigger specific effects or consequences in the campaign. For example:

Crossing a certain RP threshold might solidify a friendship or create a lasting rivalry.

High RP between characters can unlock special abilities, bonuses, or unique scenarios.

Low RP might lead to distrust, conflicts, or personal quests to mend relationships.

Track RP

Create a campaign record sheet or digital tool to track RP between characters.

Implement RP Consequences

As RP values change, introduce consequences that reflect the evolving dynamics between characters. These can include:

Bonuses or penalties to skill rolls or combat effectiveness based on RP.

Personal quests or character-specific scenarios triggered by RP thresholds.

Role-played reactions and dialogue between characters during games.

Opportunities for characters to resolve conflicts or deepen their bonds in-game.

Campaign Progression

Let RP influence the overall campaign progression. For example, RP milestones could unlock new story elements, alter alliances within the warband, or affect the warband’s reputation in the game world.

Adapt and Evolve

Be flexible with your RP system. Allow it to evolve organically as characters grow and develop.

Implementing an RP mechanic in your narrative campaign adds a layer of storytelling and character development to your games. It encourages you to invest in their characters’ relationships and creates memorable, narrative-driven experiences.

Gaining or Losing Relationship Points

Continuing on with the Relationship Points system, here are some more in-depth examples of how a character may gain or lose them.

Gaining RP:

Rescuing a Teammate: A character saves another character from certain danger during a game, earning gratitude and trust. +2 RP.

Effective Teamwork: Characters consistently work together efficiently during battles and challenges. +1 RP per successful cooperation.

Completing a Personal Quest Together: Two characters assist each other in achieving their personal quests, deepening their bond. +3 RP.

Gift-Giving: One character gives another a thoughtful gift between games, symbolizing their friendship. +2 RP.

Losing RP:

Betrayal: A character betrays the trust of another by stealing, lying, or endangering them during a game. -3 RP.

Conflict and Disagreements: Characters frequently argue or disagree without resolving their issues. -1 RP per unresolved conflict.

Failure to Protect: A character fails to protect another during a dangerous situation, leading to resentment. -2 RP.

Selfish Actions: A character consistently prioritizes their own interests over the group’s well-being, leading to mistrust. -2 RP.

Failure to Fulfill Promises: A character repeatedly fails to follow through on promises or commitments made to another character. -2 RP.

Time limitation

Given enough time, a human player will usually get the better of their NPC opponents. So bringing in some time constraints is another dynamic we can add to the mix to keep things challenging and interesting.

Keeping in theme with this guide, we want to have some narrative reasons for time constraints. You can limit yourself to six or eight turns, but what’s the in-story reason for that hard stop? Not only that, but how can each turn be more challenging than the last, priming us for a frantic and desperate finish? Here are some examples designed for the Festerblade Rotsworn scenario:

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Captive’s Degeneration: The captive’s condition deteriorates rapidly due to their exposure to foul energies. Your party must secure their cooperation or extract vital information within a set number of turns before the captive succumbs to the corruption. To make it more challenging, every few turns, the captive’s health worsens, reducing their ability to provide information effectively.

Festering Rift: A temporal rift has opened nearby, causing erratic time fluctuations. Every few turns, there’s a chance for a time warp event to occur. During these events, the scenario clock advances by two turns, forcing your party to expedite their objectives. Additionally, with each time warp, the battlefield becomes increasingly unstable, making movement and actions more challenging.

Festerblade’s Ritual: Festerblade Rotsworn is preparing a dark ritual with the potential to unleash a cataclysmic plague. Your party must complete their objectives and escape before Festerblade’s ritual is completed. Each turn, roll a dice, and if you roll a certain number, the ritual advances, increasing the urgency. As the ritual progresses, the battlefield becomes corrupted, making it harder for your party to move and act.

Nurgling Infestation: The nurglings accompanying Rotsworn’s warband are multiplying rapidly and spreading throughout the area. Your party must achieve their objectives within a limited number of turns before the nurglings become overwhelming. To make it more challenging, the nurglings’ numbers grow each turn, hindering your party’s actions and mobility.

Noxious Fog: A toxic, time-altering fog envelopes the battlefield. This fog will lift in a fixed number of turns, but until it does, your party is unable to achieve their objectives. To escalate the challenge, as the fog persists, it releases poisonous spores that damage and hinder your party, making each turn more perilous.

Enemy Effects or Generation

It’s likely that you’ll start any scenario with a set amount of NPC enemies on the table. The danger of more arriving will keep things challenging, interesting, and add to the time-sensitive nature of your mission.

Spawn points are a popular and easy way to do this. Clue or event markers might also reveal enemies as opposed to information or loot. Here are some ideas for bolstering the ranks of Festerblade Rotsworn’s warband:

Reinforcement Wave: At the start of every second or third turn, a reinforcement wave of Nurgle’s minions arrives from a specific edge of the battlefield. This could represent additional Plaguebearers, Nurglings, or other corrupted beings drawn to the conflict.

Summoning Circle: There’s a large summoning circle at the center of the battlefield. At the end of each turn, there’s a chance that Rotsworn’s  warband uses their dark rituals to summon more daemonic reinforcements. Roll a dice; on a specific result, new enemies appear at the summoning circle.

Corrupted Ground: Designate certain areas of the battlefield as corrupted ground. At the end of each turn, any unclaimed corrupted ground has a chance of spawning Nurglings or other foul creatures. Your party can purify or claim these areas to prevent further spawns.

Festerblade’s Standard: Festerblade Rotsworn carries a standard made of flayed human flesh. As long as he’s on the battlefield, the standard emits waves of dark energy that periodically summon additional Plaguebearers to his side. To stop this, your party must defeat Festerblade or capture the standard.

Captive’s Suffering: As the captive’s condition deteriorates, their suffering attracts the attention of Nurgle’s followers. At the end of each turn, there’s a chance that enemy reinforcements, eager to witness the captive’s torment, appear near their location. Speed up your efforts to rescue the hostage to prevent more enemy arrivals.

Noxious Eruptions: Mark specific terrain features as Noxious Eruption zones. At random intervals, these zones release bursts of toxic gas, spawning Nurglings or other minor daemonic entities. Your party can disable these zones or avoid them to prevent further spawns.

Rotting Remains: Scatter the battlefield with rotting corpse markers. At the end of each turn, there’s a chance that these corpses attract scavengers, which may include Plaguebearers or Nurglings. Your party can destroy the markers to deter scavengers from gathering.

Festemus’ Influence: Festemus, the daemon in the Rotsworn’s warband, exudes an aura that corrupts the area around him. At the end of each turn, this corruption has a chance of spawning additional Nurglings. Your party can confront Festemus to disrupt his corrupting influence.

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Traps

It isn’t just living enemies who can hurt or kill your characters. Traps can be even more brutal in some instances. Here are some examples for my Nurgle warband encounter:

Toxic Fumes: Characters entering a cloud of toxic fumes must roll a D6. On a roll of 1-2, they take 1D6 damage from inhaling poisonous gases.

Blighted Puddles: Characters stepping into blighted puddles must roll a D6. On a roll of 1-3, they take 1D4 damage as their skin burns from corrosive liquid.

Nurgling Ambush: Characters ambushed by hidden Nurglings suffer 1D8 damage from their surprise attack.

Quicksand: Characters moving through a patch of quicksand must roll a D6. On a roll of 1, they get stuck and take 1D6 damage from the struggle.

Pestilent Fog: Characters passing through a pestilent fog bank must roll a D6. On a roll of 1-3, they become sickened, suffering a -1 penalty to all actions and skills for 1D4 turns.

Obstacles

Whilst traps can injure or even kill your characters, certain obstacles can slow them down, hinder their progress, and bog them down in some pretty grave situations:

Fetid Swamp: A deep and stinking swamp restricts movement. Characters must roll a D6 when entering the swamp. On a roll of 1-2, they become stuck and can only move half their normal distance for the next turn.

Contaminated Pools: Pools of foul, contaminated water hinder characters’ vision. Any character in or adjacent to these pools has their line of sight reduced to 5 cm, making ranged attacks less effective.

Nurgle’s Plague Totems: Enormous totems covered in grotesque Nurglings emit an aura that reduces characters’ agility by 2 cm if they end their turn within 10 cm of a totem. Destroying the totem removes this effect.

Pestilent Grounds: Certain areas of the battlefield are covered in pestilent ground. Characters moving through these areas must roll a D6. On a roll of 1-3, they become sickened, suffering a -1 penalty to all actions and skills for 1 turn.

Toxic Vapors: Noxious vapors rise from vents in the ground, obscuring vision and making it difficult to breathe. Any character in the path of these vents suffers a -1 penalty to agility and shooting actions for 1 turn.

Nurgle’s Bloated Corpses: Corpse-filled craters litter the battlefield. Characters moving through or near these craters risk disturbing the bloated corpses, releasing toxic gases that cause sickness (-1 penalty to skills and actions) for 1 turn.

Churning Miasma: A thick, churning miasma drifts across parts of the battlefield. Any character within it has their movement reduced by 2 cm and gains a -1 penalty to ranged attacks due to poor visibility.

Swarms of Flies: Swarms of plague flies cloud specific areas. Characters within the swarm are distracted, suffering a -1 penalty to ranged attacks and perception checks.

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Weather & Conditions

Two final factors that can liven up solo or co-op games and create a memorable story are weather and conditions. In my opinion, these should only be used once per game, as the risk of dramatic changes from one turn to the next could get a bit silly. With that in mind, I’ll likely add one weather or condition card to my event deck, then roll on the following table if I draw one out during the game.

Clear Skies: The sun shines brightly, and the skies are clear. All ranged attacks gain a +1 bonus to hit.

Heavy Rain: A torrential downpour makes movement difficult. All characters’ speed is reduced by 3cm. Ranged attacks have a -2 penalty to hit.

Thick Fog: A dense fog rolls in, limiting visibility. All ranged attacks beyond 10cm suffer a -3 penalty to hit. Characters may not make shooting actions beyond 20cm.

Blinding Snowstorm: A fierce snowstorm engulfs the battlefield. All ranged attacks suffer a -2 penalty to hit. Characters must make a (A) roll to navigate through the blizzard; failure results in them being disoriented for one turn.

Gale Force Winds: Powerful winds sweep across the battlefield. All ranged attacks suffer a -1 penalty to hit, and any flying characters or creatures are grounded for one turn.

Eerie Silence: An unsettling silence falls over the battlefield. All characters’ skills are reduced by 1 for one turn as they feel an eerie presence.

Electromagnetic Storm: A strange storm disrupts technology and magic. All characters’ abilities and spells require a successful (P) roll to activate. Failed rolls result in the loss of an action.

Swampy Terrain: The ground becomes a treacherous swamp. All characters’ speed is reduced by 4cm, and movement through swampy terrain requires a (A) roll to avoid getting stuck.

Mystic Aura: A mystical aura surrounds the battlefield. All characters gain a +1 bonus to (P) rolls for spells, abilities, and break tests for one turn.

Supernatural Eclipse: A rare supernatural eclipse darkens the sky. All characters’ abilities and spells cost one less action point to use during the turn.

Winds of Magic: A surge of magical energy fills the air. All spellcasters gain a +2 bonus to (P) rolls for spells with no risk of mind death for failed rolls.

Volcanic Ash Cloud: A volcanic eruption blankets the battlefield in ash and darkness. All ranged attacks suffer a -3 penalty to hit, and all characters take 1 damage at the start of their turn from inhaling ash.

Swarm of Insects: A massive swarm of biting insects descends upon the battlefield. All characters suffer a -2 penalty to (A) rolls and a -1 penalty to (P) rolls for spells and abilities for one turn.

Earthquake: The ground trembles and shakes violently. All characters must make an immediate (A) roll or be knocked prone, losing their action for the turn. Terrain features may collapse, creating new obstacles.

Aurora Borealis: A dazzling display of colorful lights fills the night sky. All characters gain a +2 bonus to (P) rolls for spells and abilities for one turn, and ranged attacks receive a +1 bonus to hit.

I also recently generated these weather and condition events for games in the Chaos wastes and Cosmic Horror HP Lovecraft-style settings. As you can imagine, they stretch a bit more into the realms of the fantastical.

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Summary: Solo, Co-op, & Narrative Wargaming Campaigns

As I mentioned at the start, I’m using Brutal Quest as my game system of choice, but this is all easily transferable to any other miniature wargame in any other genre.

I know there’s a tonne of info in this guide: all of it is hypothetical and designed to get your creative juices flowing. I also don’t advise trying to cram all of it into a single game at once, I think that might become a bit overwhelming. I intend to cherry pick bits and pieces at a time, testing them out as I go. But the game still needs room to breathe, and there’s a definite risk you can overdo all of this if you’re not careful.

If you try anything here out, adapt it for your own narratives, or have suggestions or feedback, please join the Tabletop Miniature Hobby Podcast Discord, which is a brilliant community of enthusiastic and friendly hobbyists. It’d be great to see you in there!  

Realm of Chaos, Cosmic Horror, & Lovecraftian Random Events

Whether you’re fighting it out with a warband of daemons deep in the Chaos Wastes or exploring the horrors of Innsmouth in the world of HP Lovecraft, there is lots of potential for extraordinary and innovative random events. These can keep your games fresh, engaging, and cinematic, even if you don’t have another human opponent to play against.

I’m using the Brutal Quest/Planet 28 rules systems as my framework here, but they can easily be tweaked and ported over to any other ruleset. Just like these new traits, abilities, and spells, I used AI to help generate this list. With the right prompts, follow-up instructions, and light editing, the possibilities for narrative really are limitless here. Enjoy…

Realm of Chaos Random Event Table

Distorted Reality (Surreal): The very fabric of the realm distorts. All characters suffer -1D4 to their agility until the end of the turn as they struggle to move through the shifting terrain.

Twisted Terrain (Surreal): The battlefield transforms into an otherworldly landscape. Choose a terrain feature (e.g., a forest, rock formation). Characters within 10cm of this terrain are affected by a random supernatural effect until the end of the turn.

Ethereal Echoes (Supernatural): Ghostly echoes of past battles fill the air. All characters may make one extra action this turn. However, any character who slays an opponent this turn suffers -1 brutality as the ghostly echoes haunt their psyche.

Chaos Beastman

Daemonic Infusion (Supernatural): Chaotic energies infuse the battlefield. Choose one spellcaster character. They may cast one spell of their choice without spending an action this turn. However, after casting, they roll 1D6. On a roll of 1, they suffer mind death.

Twisting Shadows (Surreal): Shadowy tendrils reach out from the chaotic rifts, wrapping around a character’s limbs. That character may not make any actions or move this turn.

Flickering Realities (Surreal): The battlefield itself becomes uncertain. Roll 1D6 for each character at the beginning of their turn. On a roll of 1, the character is briefly transported to a random location on the battlefield. Roll 1D10 to determine where.

Chaotic Surge (Supernatural): Chaotic energy surges through one character’s body, making them temporarily invulnerable. Choose one character (yours or your opponent’s). That character gains immunity to damage until the end of the turn but cannot attack.

Baleful Mirage (Surreal): Illusory duplicates of all characters appear on the battlefield. Until the end of the turn, opponents must declare their target before making any attacks or actions, and then roll 1D6. On a roll of 1, they target a duplicate, and their action is wasted.

Chaos Incarnate (Supernatural): The embodiment of chaos takes form on the battlefield. Choose one character (yours or your opponent’s). They become a living conduit of chaos, gaining +3 brutality points but also suffer 1D6 damage at the end of their turn as the energies consume them.

Lovecraftian Cosmic Horror Random Event Table:

Eldritch Whispers (Maddening): Strange whispers fill the air, causing characters to question their sanity. Each character must make a (P) roll. Those who fail suffer a -2 penalty to all rolls until the end of their next turn.

Void Beckons (Terrifying): A portal to the void yawns open briefly. The character must make a break test. If they fail, they are drawn into the void, removed from the battlefield, and considered defeated.

Inexplicable Mutation (Bizarre): Cosmic energies warp one character’s form. They gain a random physical mutation (e.g., extra limbs, distorted features) that affects their abilities for the remainder of the battle. This should be determined by rolling on a random mutations table.

Cursed Relic (Dreadful): A malevolent relic surfaces on the battlefield. The character must make an (A) roll to resist touching the relic. If they fail, they are cursed, suffering a -1 penalty to all rolls until they defeat another character in combat.

Cosmic Revelation (Mystical): A character has a sudden, mind-bending revelation about the true nature of the cosmos. They gain +1 to all rolls for the remainder of the game.

kraken cultists by midlam miniatures

Unearthly Shadows (Unsettling): Strange, shadowy figures flicker at the edges of the battlefield. All characters must make a break test. Those who fail are overcome with paranoia and suffer a -1 penalty to all rolls until the end of their next turn.

Whispers from Beyond (Maddening): Characters hear voices from beyond the stars. Each character must make a (P) roll. Those who fail are compelled to spend their next turn moving toward the nearest enemy character.

Cthulhu’s Gaze (Terrifying): The terrible presence of a cosmic entity looms over the battlefield. All characters must make a break test. Those who fail are filled with dread and suffer a -2 penalty to all rolls until the end of their next turn.

Eldritch Awakening (Dreadful): A character becomes a vessel for eldritch power. Choose one character (yours or your opponent’s). They gain a new ability called “Eldritch Blast” that allows them to deal 1D8 damage to any character on the battlefield. However, using this power causes them to suffer 1D6 damage due to the strain on their sanity.

Otherworldly Whispers (Mystical): Alien whispers guide one character’s actions. For the next two turns, they must move and attack as directed by another player of your choice.

Maddening Visions (Bizarre): A character experiences horrifying visions of a future ruled by cosmic horrors. They are filled with dread and must make a break test. If they fail, they are stunned and unable to take any actions for one turn.

Cosmic Mirage (Unsettling): The battlefield shimmers with bizarre illusions. Roll 1D10 for each character on the battlefield. On a roll of 1-3, the character becomes disoriented, suffering a -1 penalty to all rolls until the end of their next turn.

Sanity’s Erosion (Cataclysmic): The fabric of reality weakens further. Choose one character (yours or your opponent’s). They must make a (P) roll. If they fail, they lose 1 point of permanent (P) for the remainder of the campaign.

Stars Align (Mystical): The alignment of the stars grants one character insight into a powerful ability. They gain a unique, game-changing ability for the remainder of the battle. This ability is determined by rolling on a random table.

Cosmic Resonance (Terrifying): The cosmic forces resonate with one character’s presence. They become the focus of the cosmic energies, gaining +2 to all rolls until the end of their next turn.

Realm of Chaos, Cosmic Horror, & Lovecraftian Random Events

As mentioned earlier, I’m using the Brutal Quest/Planet 28 rules systems as my framework here, but they can easily be tweaked and ported over to any other ruleset. Just like these new traits, abilities, and spells, I used AI to help generate this list. With the right prompts, follow-up instructions, and light editing, the possibilities for narrative really are limitless here. Enjoy…

Planet 28/Brutal Quest: New Traits, Abilities, & Spells

I recently played my first solo outing of the sci-fi skirmish game Planet 28 (check out the battle report, Echoes of the Abyss) and thoroughly enjoyed it. Now, I’m gearing up to create a narrative solo campaign for Planet 28’s fantasy cousin, Brutal Quest.

As I’ve also been tinkering with AI, I thought I’d see if I could encourage it to generate some new abilities, traits, and spells for both games. With a bit of trial and error, follow-up prompts, and light editing, I now have the following list. A few of them might still need some polish and refinement, but I think there are a lot of really cool options here. At the very minimum, they get the imagination flowing for some new in-game possibilities.

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Abilities

Distract: This character can use an action to create a distraction. All enemy characters within line of sight must pass an Awareness (AW) skill roll or become distracted, suffering a -1 penalty to all actions for their next turn.

Evasive Maneuvers: This character gains a +2 bonus to Agility (A) when attempting to avoid ranged attacks. They may make a free move action when they successfully dodge an attack.

Interrogate: After defeating an enemy in combat, this character may choose to interrogate them. Roll 1D6. On a 1, the enemy reveals valuable information about the game scenario or hidden objectives.

Tactician: Once per game, this character can provide tactical advice to a friendly character within line of sight. The chosen character gains a +2 bonus to their next action.

Trapmaster: This character may set traps on specific locations of the battlefield. When an enemy moves into or through the trap’s location, they suffer a -2 penalty to their Agility (A) skill and take 1D6 damage.

Life Leech: This character has the ability to drain life force from opponents. After a successful melee attack, they may choose to regain hit points equal to half of the damage dealt rounded down.

Resilient Resolve: This character gains a +1 bonus to their (P) skill when making break tests. Additionally, they can reroll one failed break test per game.

Artillery Strike: This character can call in a devastating artillery strike from off the table. Once per game, they may use an action to target an area within line of sight. Roll 1D6 for each character within that area, and on a roll of 4-6, they suffer 1D10 damage.

Frenzied Assault: This character goes into a frenzy in close combat. Once per turn, they may use an action to gain a +3 bonus to (F) for one melee attack. However, after this attack, they suffer a -2 penalty to (P) rolls until the end of their next turn due to exhaustion.

Phantom Steed: Once per game, this character can summon a spectral steed. This ethereal mount increases their speed to 20cm for one turn and allows them to move over any terrain without hindrance.

CP Models 1

Traits

Evasive: Enemies receive a -1 to their Shooting skill when attempting to hit this character with ranged attacks. This penalty applies only if the character has moved in their last action.

Eerie Presence: Enemies within 5cm of this character suffer a -1 penalty to their skill rolls, representing their unease in the presence of this unsettling character.

Vengeful: When this character takes damage from an enemy, they gain +1(F) and +1(S) for the remainder of the game, versus that enemy, up to a maximum of +3 each.

Paranoia: This character must make a break test at the start of each turn. On a failed test, they may not perform actions on that turn.

Infiltrator: This character may choose to start the game hidden. They can only be revealed when they perform an action or are within 5cm of an enemy.

Hasty: This character can perform one additional action per turn but suffers a -1 penalty to all skill rolls for that turn.

Night Vision: This character can see in low-light conditions as if it were daylight. They do not suffer penalties for low light or darkness.

Acidic Blood: This character’s blood is acidic. When struck by a melee attack, the attacker takes 1D6 damage in retaliation.

Lone Wolf: This character excels when fighting solo. They gain a +1 bonus to all skills when not within 10cm of any friendly characters. However, they suffer a -1 penalty to (P) rolls when taking break tests when no allies are nearby.

Cursed Weaponry: This character wields cursed weapons that have a chance to inflict lingering ailments. When landing a successful melee hit, there’s a 25% chance that the target will suffer an additional 1D4 damage over the next three turns due to the weapon’s curse.

Spells

Time Warp: Select a character or vehicle within line of sight and make a (P) roll. If successful, you may choose one of the following effects:

  • Fast Forward: The target character or vehicle gains an additional action this turn.
  • Rewind: The target character or vehicle may undo their last action and choose a different one.
  • Pause: The target character or vehicle is frozen in time and cannot be targeted or take actions for the remainder of the turn.

Dimensional Rift: Make a (P) roll. If successful, you may place a dimensional rift marker anywhere on the board. Characters and vehicles within 10cm of the rift at the start of their turn may choose to enter it. Upon entering, they reappear at a random location on the board at the start of their next turn.

Mirror Image: Make a (P) roll. If successful, the acting character creates illusory duplicates of themselves. For the next 1D4 turns, attackers must roll a D6 to determine if they target the real character or a duplicate. On a roll of 1-3, they target a duplicate, and on a roll of 4-6, they target the real character.

Shadow Walk: Make a (P) roll. If successful, this character becomes ethereal and may pass through obstacles and other characters for the next 1D6 turns. They are immune to damage during this time but cannot perform any actions.

Chain Lightning: This powerful spell allows the caster to release a bolt of lightning that arcs between multiple targets. Make a (P) roll; if successful, choose a starting target. The lightning then jumps to the nearest enemy within 10cm, dealing 1D6+2 damage. Repeat this process until there are no eligible targets or you fail the (P) roll.

Time Warp: This spell distorts time, allowing the caster to rewind or fast-forward a character’s actions. Make a (P) roll; if successful, the targeted character must reroll their last action and accept the new result.

Soul Bond: The caster establishes a mystical link with a friendly character within line of sight. For the remainder of the game, they can transfer up to 1D6 of their hit points to the bonded character once per turn. The bond is severed if either character dies.

Tide of Despair: This spell creates an aura of overwhelming despair within a 10cm radius. All characters, friend or foe, within this area must pass a break test or suffer a -2 penalty to all skills for one turn due to the crushing weight of despair.

Dimensional Swap: This potent spell allows the caster to switch positions with any character within line of sight, friend or foe. A successful (P) roll is required to execute this spell, and the switch is permanent.

Pandemonium: This chaotic spell creates a realm of chaos and unpredictability. For one turn, all rules and effects are randomly determined. Roll 1D6 for each action, and consult a chart to determine the outcome. This spell introduces an element of chaos and unpredictability into the game, making every action a gamble.

Planet 28/Brutal Quest: New Traits, Abilities, Spells, & Random Events

I plan to add to this list over time while trying out as many as possible of them in-game, too. I’ll be posting more about my Brutal Quest campaign in the near future. In the meantime, please check out my Planet 28 battle report, Echoes of the Abyss.

More Tabletop Miniature Hobby Podcast Episodes

Did you grow up collecting and painting Citadel miniatures and playing games like Warhammer, Warhammer 40k, HeroQuest, Battlemasters, and Space Hulk? Did you gradually grow out of the hobby only to find yourself plunging back in many years later, discovering great new games like Frostgrave, Stargrave, and Kings of War?

CP Models 2

The Bedroom Battlefields Tabletop Miniature Hobby Podcast brings you conversations about collecting, gaming, painting, terrain, and much more – often with a nostalgic twist.

Check out our full list of episodes to get a look at what’s in store.

Subscribe on Your Podcast App of Choice

The Tabletop Miniature Hobby Podcast is available everywhere podcasts are found. And if it isn’t, please let us know and we’ll fix that ASAP.

Miscellaneous Podcast Episodes

I haven’t always managed to create individual blog posts for every podcast episode. Here are the shows that don’t have one.

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Reworking an Existing Rules System Into an Entirely New Game

Paul, aka Gribbles Miniatures, from our Discord community, joins me to discuss the development of his Our Town zombie survival ruleset.

Also mentioned on this episode:

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Introducing 40k/AoS Players to non-GW Games

The question of the month for April 2024 was around introducing Warhammer 40k or Age of Sigmar players to non-Games Workshop games. How did you do it, what did you play, and what was the response?

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Father and son duo Rob and Norman join me for a chat about wargaming in the family, their local wargaming club, and their imagi-nations campaign.

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Burning Armies, Sculpting for TV Sets, & Making a Boglin

Our guest this week is Kevin from our Discord community, who talks about his hobby origins going up in smoke and then returning years later via his young son. He also enjoyed a career sculpting for TV sets and designing costumes, and we talk about the overlap between this and the tabletop miniature hobby.

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What Hobby-Related Thing Have You Recently Changed Your Mind About?

Let’s hear your answers to the question of the month for March 2024.

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Josh (Crown of Command/Eavy Lead) on Paint Tutoring & Commissions

Josh—a former Eavy Metal painter from the Goblin Green bases/Red period—started the Crown of Command podcast early on in the pandemic. It has since become one of the best podcasts for the HeroQuest generation, and he’s also grown a brilliant YouTube channel around it.

The Crown of Command has also enabled Josh to run a thriving Patreon where he delivers painting lessons and has gone full-time as a commission painter.

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Carl Brown on Open Combat, Lucrum, & Creative Inspiration

Open Combat is one of my original and favourite miniature agnostic skirmish games. On this episode, I’m joined by Carl Brown who created it along with a cool little medieval strategy board game called Lucrum. You can find all of Carl’s games on his website secondthunder.com

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Will YOU Be Playing Warhammer: The Old World?

It’s vox populi time, our question of the month for February 2024 was: Warhammer: The Old World – Will you be playing it? (If so, why? If not, why not?)

Thank you so much to everyone who submitted.

And a massive thanks to Alternative Armies for sponsoring this episode. Here are the 15mm fantasy buildings I was talking about. 

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Are Narrative and Competitive Gaming at Odds With One Another?

I’m joined by Ed from our Discord community, who drinks a staggering 17 pints during the course of this episode and lambasts me for my anti-competitive views.

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Man O’ War and Playing Remote Games

Chris Snyder joins me to talk about his two favourite topics – Man O’ War and remote gaming. Special thanks to Warbases for sponsoring this episode.

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The Bittersweet Act of Opening a Blister Pack

I’m joined by another lovely member of our Discord community, David of the 5thHammer Youtube channel. On this episode, we discuss his hobby origin story, opening old blister packs, and the art of having patience.

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Painting Eyes, Passing the Torch, & the Slow Hobbyist Manifesto

Cam’s another positive member of the Bedroom Battlefields Discord Community, and he joins me for a chat about his hobby origins, being a good steward of the hobby, and his love of Man’O’War.

Also mentioned on this episode:

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Painting One Miniature a Week

Jamie, AKA Kazdok from our Discord community joins us to talk about his hobby origin story, writing his game Of Knights & Quests, and the simple tactic of painting one miniature a week.

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Collecting More Scenarios, as Opposed to More Rulesets

Mark’s back for a wee chat about various hobby topics, including:

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Setting Sail With Mantic’s Armada

Mark and I chat over a range of hobby topics, including ImagiNations, painting 15mm, Space Weirdos, and getting into Mantic’s naval combat game Armada. I also talked about a recent narrative scenario I’ve been planning for Song of Blades & Heroes.

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What’s It Like to Manage a Games Workshop Store?

Stuart from Great Escape Games joins us to talk about his journey from Games Workshop store manager to Wild West gunslinger. As well as running the Cardiff store, Stuart also had a couple of his armies featured in White Dwarf and even won a WFB staff tournament whilst working at GW.

These days, Stuart has traded in his red jersey for a Stetson, as one of the big focuses of Great Escape Games is Dead Man’s Hand. For the past decade, DMH has given players the opportunity to fight out gun battles in the Old West, and it’ll be given some TLC in 2024 with its new edition Dead Man’s Hand Redux – coming to Kickstarter at the end of the month!

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From Rogue Trader to Planet 28

I took one of those notions recently to get myself a copy of Warhammer 40,000 Rogue Trader, leading me to this post on the Tales From Farpoint blog. Aside from learning that GW was employing a somewhat absurd “just pop into the shop” policy, I started to browse through all the other great content here. Fast forward a few weeks, and I managed to grab a chat with Richard, the fine fellow who runs it. As always, I learned many new things, including the existence of a couple of cool-sounding games called Planet 28 and Brutal Quest.

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Orcs & Goblins Vs Empire: Mayhem – Audio Battle Report

Following our episode with Mayhem creator Brent Spivey it was time to give the game a wee playthrough. We really enjoyed it and it’s certainly one we’ll be adding to our regular rotation.

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Reflections on the Partizan Wargames Show 2023

Roving report Mark drove his Empire Steam Tank to the Partizan Wargames Show, got absolutely tanked up on Bugman’s XXXXXX, and attempted to start fights with several gamers and traders. On this episode, we hear his apology in full.

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40 Years of Warhammer Fantasy: What Next?

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Toybashing, & Running a Wargames Club

Karl of Chicago Skirmish Wargames joins me to discuss the history and ethos of the club, as well as how they defend their fruit. We also talk about “cheapskate hobbying” – particularly the art of “toybashing” miniatures and terrain.

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Creating Content in the Hobby

Podcasts are long-form content that enables us to really dig into a topic and spend some time with it. Whilst some folks enjoy Instagram and short videos, they can’t deliver that same level of depth and engagement. But is the podcasting market already too saturated to jump in? Or worse still, are podcasts dying out?

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The Discipline of Painting Big Armies

I’m joined by Jason, who’s a valued member of our Discord Community. We chat about the goal setting and project management of painting big blocks of troops, as well as the long-term patience and planning required to eventually get them on the tabletop.

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Chaos Horde Vs Small Band of Good Guys: SoB&H – Audio Battle Report

We make a return to playing Song of Blades & Heroes, one of the most simple and accessible skirmish games on the market. And, in this battle, we’re focusing on storytelling over points, fairness, and balance. The defenders can’t possibly win. But how well can they hold out against a huge Chaos force?

View the pictures from our game.

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Solo Kill Team Rules? (No Stranger to Shadow Deep!)

Warhammer 40,000 Kill Team isn’t a game that gets much (any!) airtime on this humble podcast. But listeners might be interested to hear about a cool homebrew solo ruleset heavily influenced by Rangers of Shadow Deep and Rogue Trader. On this episode, I’m joined by Rob who pulled it all together in the form of Acolyte.

Episode Resources

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Re-Skinning Existing Wargaming Scenarios Vs Writing Your Own

Friend of the show Mark Smith returns to discuss what’s new in his own hobby life. One big topic of discussion here is that of ‘re-skinning’ established scenarios in games, so that the mechanical framework is already tried and tested.

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Building Terrain for Mordheim & Skirmish Games

Ryan from the Adventure Built Gaming YouTube channel joins us to talk about his hobby life. A big part of that is building terrain, in particular, for skirmish games like Mordheim, Frostgrave, Rangers of Shadow Deep, and Stargrave.

Ryan’s YouTube channel has some absolute masterclass videos on scratch-building terrain and is well worth checking out.

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Miniature Wargames Magazine – A Chat With the Editor

I’ve been subscribed to Miniature Wargames Magazine for a few months now, and I’m thoroughly enjoying it. On this episode, I’m joined by editor John Treadaway to talk about print publication in the hobby, as well as his own projects and interests.

Also mentioned

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How do they organise games of Blood Bowl in the Warhammer world?

Isn’t administration fascinating? But seriously, what are the logistics of getting a team of Chaos daemons into Altdorf for a sporting event? On this episode, I’m joined by Josh of the Crown of Command podcast for general hobby catchup, with the usual nostalgic twist.

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How Do You Decide When to Buy New Stuff?

I placed a few orders recently, in order to play Blood Moon (Rangers of Shadow Deep) in the near future. But do you need a reason to buy new miniatures, paints, or even, games?

Other topics in this episode include the new Citadel contrast paints, season four of Stranger Things, and Discord. A big thanks to Midlam Miniatures for sponsoring this episode, too.

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Dungeon Saga, White Dwarf Freebies, & Hidden Hobbyists

Is there a bunch of hidden Warhammer players in your neighbourhood? That’s just one of the topics Jason and I cover on this episode of the Tabletop Miniature Hobby Podcast. We also talk about our shared love for Mantic’s Dungeon Saga, reminisce about getting free miniatures on the front of White Dwarf, and explore the world of DIY terrain.

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Cross-Game Campaigns, & the Terrain Conundrum

Terrain is an essential part of the tabletop hobby. What kind you use and how you get it can throw up a few dilemmas, though. Do you make or buy your buildings and scenery? And do you go ultra-realistic but limited, or for a “wooden blocks” approach that can become literally anything you need it to?

As we’re usually limited in our terrain collections for any one genre, I’m talking on this episode about the idea of cross-game campaigns. This gives us the opportunity to tell a sweeping and cinematic story, as opposed to hanging around outside the same three farmhouses for all eternity.

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Miniature Board Games, Fighting Fantasy Books, & Bretonnian Paints

It’s time for another eclectic wander around the hobby, and this time, I’m joined by Grant. He’s a fan of miniature board games and we talk about their appeal when compared to some of the more open “tape measure” games. We also talk Fighting Fantasy (with a nod to Escape the Dark Castle), and the trials and tribulations of painting miniatures.

Be sure to check out BedroomBattlefields.com for recent posts and paintjobs. And, nice reviews of the show are always welcome on Podchaser, too!

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Should You Try to Become a Great Miniature Painter?

A wee solo episode covering a range of topics.

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DIY Terrain, Goblin Green Bases, & HeroQuest

Should you buy miniature wargaming terrain or make your own? That’s just one of the points of discussion in this chat with Tom Holden of the 2 Shelves of Gaming podcast. We also talk about the appeal of miniature agnostic games that let you use any minis, tree and castle terrain, basing miniatures, movement traysWarbases, HeroQuest, Dungeon Saga, and Oldhammer-esque miniature companies.

Miniature Agnostic Games That Let You Use Any Minis

Just want to collect nice-looking minis and worry about the rules later? Check out this list of miniature agnostic games that let you use whatever you own.

With so many brilliant miniature companies out there these days, it’s impossible for most of us to stick to one range.

I’m the sort of person who’ll buy a mini just because it looks cool. I’ll come across pictures of miniatures from companies I’ve never heard of before, and I’ll love the aesthetic of them.

I’m pretty good at not just buying stuff on a whim, but occasionally, there are things that I can’t see past. They get bought up, added to the “to-paint” pile, and I continue to accumulate a rather eclectic collection.

But what to do with them when it comes to the gaming side of the hobby? As a kid, my entire world was Games Workshop. But now there seems to be more rulesets out there than I’ll ever know.

Because of my “miniatures first” ethos, I’m naturally attracted to miniature agnostic games. Quite simply, these are rulesets that allow you to use anything you already own – or would like to own!

List of Miniature Agnostic Games (On My Radar So Far!)

I’ve only recently returned to the hobby after a long break, and it’s taken me time to identify a few games that really fit what I’m looking for. I’m in no doubt that what I’ve mentioned here (and what I’m aware of) is only the tip of the iceberg.

But at the time of writing, here are the miniature agnostic games I’m either actively playing, or in the process of learning. I do tend to play in fantasy or sci-fi settings, as you’ll see. Again, that’s down to the types of minis I like best.

Bonus: Looking for simple tabletop games that are perfect for beginners? We have a roundup of those, too!

Oh and heads up, I use affiliate links here which means I may earn a small commission should you choose to buy through them, though at absolutely no extra cost to yourself.

Frostgrave - Miniature Agnostic Games

Frostgrave

Frostgrave is one of the first games I became aware of upon my return to the hobby. A legendary title for sure. In Frostgrave, you use any minis you have to create your wizard and build your warband. Then, you’ll face off against others whilst hunting for treasure in a ruined, frozen city. An essential addition to any list of miniature agnostic games.

Buy Frostgrave today on Amazon.com or Amazon UK

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Open Combat

Open Combat

This little gem is probably my favourite discovery to-date. Open Combat is a small, fun skirmish game. The settings for your battles can be any historical (pre-gunpowder) or fantasy world you have the minis and desire to create. I’ve enjoyed playing the scenarios in the book, and the campaign rules are a nice way to give your warband that sense of progression. Just be sure to keep them all alive…

Buy Open Combat today on Amazon.com or Amazon UK

Planet 28 & Brutal Quest

Two new additions to this miniature agnostic games roundup, Brutal Quest and Planet 28 are two takes on the same gaming system by Mammoth Miniatures. Brutal Quest is the fantasy variation whilst Planet 28 provides the sci-fi. I’ve only recently started playing both, and I love them. Here’s a Planet 28 solo battle report, and the following podcast episode gets into more detail on the narrative potential of both…

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Song of Blades and Heroes - miniature agnostic games

Song of Blades and Heroes

The more I read into Song of Blades and Heroes, the more I realise how much of a cult classic it actually is. I’ve recently started to dive into the background and rules of SoBaH, and it appeals to me in many ways. I’ve heard one criticism of it being the cover art – apparently, this has prevented one or two folks from picking it up. I must admit, I quite like it myself. Reminds me of nostalgic old cartoons like Thundercats and He-Man. This is a brilliant introductory game for those new to the tabletop miniature hobby.

Buy Song of Blades and Heroes today on Amazon.com or Amazon UK

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Rogue Planet

Rogue Planet

Rogue Planet by Brent Spivey is a game that seems to reinvent the wheel in many ways – and manages to pull it off, too. This one’s more of a sci-fi/futuristic setting, so perfect for breaking out the old 40k minis. As ever with these games though, any minis will do the trick. This innovative system involves minimal bookkeeping and no measuring. A recent find for me, and exactly the sort of game I’ve been looking for.

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Buy Rogue Planet today on Amazon.com or Amazon UK

Mayhem

Mayhem is also created by Brent Spivey (Rogue Planet, mentioned above). Mayhem is a ‘fantasy mass battle’ combat game played on the grand scale. Here generals lead armies of their own creation on the field of battle in search of victory and glory. Like Rogue Planet, it deploys a cool use of polyhedral dice and command points. I would say it’s my favourite ‘rank and flank’ game these days. Check out the following battle report for more…

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Oathmark - miniature agnostic games

Oathmark

Oathmark is another title penned by Frostgrave creator Joseph A. McCullough. It’s a little different from the other miniature agnostic games on here, which are mainly skirmishes involving a small number of troops on either side. Oathmark, on the other hand, is a mass battle or ‘rank and flank’ game. I believe there are official miniatures available, but you can just as easily use what you already own. I particularly like the way you can mix in different races – humans, elves, orcs, goblins, dwarves, etc – to build your own Kingdom. This helps keep every army unique, fresh, and interesting. One for old Warhammer players to try out, for sure!

Buy Oathmark today on Amazon.com or Amazon UK

Kings of War

Kings of War is another large-scale fantasy battles game. Despite it being one of my favourite games, I had initially left it off the list. However, it’s been suggested a few times, so in it goes. An amazing set of rules that are – as the old saying goes – “easy to pick up, hard to master”. I didn’t include KoW in my original version of this post because creators Mantic heavily supports the game with a large range of miniatures. However, they seem to be pretty laid back about folks trying out their games with existing minis. Another one for the old Warhammer players out there.

Buy Kings of War today on Amazon.com or Amazon UK

Stargrave

Stargrave

Stargrave is the hugely anticipated “Frostgrave in Space” by the frequently mentioned Joseph A. McCullough. Want to pitch your GW Blood Angels against your Star Wars Stormtroopers? Then this is the perfect game for you.

Buy Stargrave today on Amazon.com or Amazon UK

A Billion Suns

A Billion Suns

Spaceships! A Billion Suns is an interstellar combat game. Take charge of your own fleet of spacecraft using any miniatures you already have… or, toys that look a bit like miniature spaceships… or, your very first 3D printer effort that didn’t come out quite like the medieval chariot it was supposed to.

Buy A Billion Suns on Amazon.com or Amazon UK

Rangers of Shadow Deep – A Solo/Co-Op Miniature Agnostic Game

Yet another miniature agnostic game from the prolific Joe McCullough. A game I’ve been obsessed with this past year, too. Rangers of Shadow Deep is a solo and co-operative game, highly narrative and with some great RPG tropes. Even if you have nobody to play against, you’ll find enjoyment, immersion, and hours of fun here.

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Buy Rangers of Shadow Deep on Amazon or DTRPG

Miniature Agnostic Games & Resources Recommended to Me

Thank you to everyone who’s been in touch so far to recommend additions to this page. I’ve not checked any of these out properly yet, but they all look great.

  • Warlords of Erehwon is a warband-level 28mm fantasy wargame created by legendary designer Rick Priestley. Build your warband from your chosen fantasy miniatures and fight for victory!
  • The Ninth Age. Maintained by hundreds of passionate players from all over the world, The 9th Age: Fantasy Battles is a free fantasy tabletop miniatures wargame designed for everyone.
  • Rally Round the King is a set of rules that recreate battles between armies and for campaigning in the mythical land of Talomir.
  • Two Hour Wargames are makers of entertaining tabletop games playable in two hours or less. All of their games can be played solo or same side (cooperatively) as well as head-to-head.
  • Osprey Wargames Series. Here you’ll find rules for loads of different settings and genres.
  • Horizon Wars: Zero Dark lets you play solo, co-op, player-versus-player or even team-versus-team with the same core rules. No weapons tables.  No faction limitations.  Build your heroes from scratch and equip them to suit your play-style and existing miniatures collection. 

Building a Miniature Agnostic Games List

As I’ve said, I’m aware that this will only be the frosted point on the tip of the iceberg. I’d really appreciate your help in building this page out as a resource. Selfishly, I’d just like to find loads more games of a similar vein. So please use the comments section to tell me about all the miniature agnostic games I’ve not mentioned yet. I will look to keep it updated as much as possible 😀

Next Up: Simple Tabletop Wargames: Best Miniature Games for Beginners

And be sure to check out the Tabletop Miniature Hobby Podcast.

Alessio Cavatore – “There Is No Such Thing as ‘Too Simple’ a Game”

There are few names as respected and influential in this hobby as Alessio Cavatore. Known for his work on iconic games like Warhammer 40k, Bolt Action, and Kings of War, Cavatore has left an indelible mark on the hobby. However, what sets him apart isn’t just the games he’s worked on, but his philosophy that rulesets can be smaller and simpler, and that big, heavy rulebooks don’t necessarily make for better games.

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Just like our episodes with fellow industry legends Gav Thorpe, Andy Chambers, and Tuomas Pirinen, Alessio will be asking the same lineup of recurring questions. These throw up some interesting angles, including:

  • The fact that he doesn’t paint miniatures
  • His surprise at GW blowing up The Old World
  • His new-found appreciation for K-Pop
  • What’s the latest with Alessio’s game design company River Horse

If you’re new to the podcast, thanks so much for giving it a shot. Here’s where you can follow, subscribe, and find a full list of episodes.

Echoes of the Abyss: A Planet 28 Solo Scenario

In the depths of Guttercreek Precinct, where the air was choked with smog and shadows held dominion, a gang of miscreants known as “The Scab Rats” had unwittingly stumbled upon a relic of unimaginable power. A fragment of warpstone, infused with malevolent energy that seemed to twist reality itself.

Their fortune, or perhaps their curse, had led them to a decision. They would cash in on their ill-gotten gains, seeking to sell the warpstone to a mysterious and ominous figure, Ravus Blackfeather. Little did The Scab Rats know Blackfeather was a secret chaos worshipper who had already betrayed them.

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The Scab Rats: Slinger, Vic, Grudge, and Dust.


As the sunless hours of Guttercreek Precinct’s eternal night enveloped the sprawling hive city, The Scab Rats embarked on their treacherous journey, led by their enigmatic leader, Grudge. Alongside him marched Vic, Dust, and Slinger.

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The treacherous Ravus Blackfeather.


Their path wound through labyrinthine tunnels and treacherous alleys, where danger lurked in every shadow. Yet, the lure of riches beyond measure and the chance to escape their lowly existence pushed them forward, even as a palpable sense of dread gnawed at their souls.

Unbeknownst to The Scab Rats, their intentions had not gone unnoticed. In the heart of the underhive, amid the ruins of a derelict factory, two figures awaited their arrival with sinister anticipation. They were the last survivors of a warband damned by their ambition and forsaken by their dark gods.

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Zarkul Warpreaver and Mordax Bloodclaw.


Zarkul Warpreaver and Mordax Bloodclaw had heard whispers of the warpstone’s fragment—a source of chaotic energy potent enough to rend the fabric of reality itself. With the world of Noxhaven Bastion serving as their prison, they saw this fragment as their only hope for escape, their ticket out of damnation.

Ravus Blackfeather, the robed enigma, was not what he seemed. Behind his mysterious façade lay a sinister secret. He had deceived The Scab Rats, selling them out to Zarkul and Mordax, revealing their every move and their intent to sell the warpstone.

The fateful meeting was set deep within the underhive, where the air was thick with the stench of desperation, and betrayal lingered like a curse. Ravus Blackfeather waited in the shadows, ready to complete the transaction. Yet, he was not alone. Zarkul Warpreaver and Mordax Bloodclaw loomed ominously nearby.

As The Scab Rats ventured deeper into the abyss, the atmosphere grew tense, and the very walls seemed to close in around them. Shadows danced with malevolent glee, whispering secrets of doom. With every echoing footstep, the warpstone fragment pulsed with an eerie light, as if it were aware of the impending cataclysm.

The moment of reckoning had come. A clash between desperation and greed, where The Scab Rats would face their most harrowing trial yet. Bloodclaw and Warpreaver, the last survivors of a doomed army, had but one goal—to seize the warpstone and create a rift to freedom. It was a confrontation that would test the boundaries of reality and plunge them all into the depths of madness.

The Game

The Scab Rats have limited ammunition, and their guns have very little chance of harming the two Chaos Marines.

Their main aim will be to escape with their lives (and their priceless warpstone). There will be 15 potential exits through various vents and trapdoors. Only one of these will be an exit to freedom. This will be determined by using a deck of cards.

  • One card is the exit
  • Two cards are extra weapons the gang may use – roll a D20 on the weapons table to discover which
  • Three cards are traps at a damage of 2D6
  • Nine cards are non-events

Slinger has five grenades. I created the rules for these myself. Range is two D6, with a blast radius of 3″ (so, potentially deadly for Slinger if he throws badly). Damage is 3D8. Grenades will bounce off any wall back the way they came to complete their full range, if applicable.

Grudge will begin the game carrying the warpstone. The carrier must take a Psyche test at the beginning of each turn. If they fail, they are hostile towards their comrades until the next turn. They will then need to retake the test.

The Scab Rats all have the Loot ability, which means they can take a Marine’s weapons in the unlikely event of them killing one.

The Scab Rats all have the Gunslinger trait, which means they can shoot out of combat.

The two Chaos Marines have the Bulwark trait, which means no charge bonus against.

The Scab Rats will split up to find the exit.

Complete Victory: All four escape with the warpstone.

Partial Victory: One or more escape with their lives.

Defeat: All four are killed.

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During the game, I jotted down some very basic notes and fed them into ChatGPT to create the following battle report:

Turn One

In the dimly lit chamber of the derelict factory, tension hung heavy as the Scab Rats and the Chaos Space Marines faced off. The warpstone, a shimmering fragment of pure malevolence, was cradled in the arms of Grudge, the enigmatic leader of the Scab Rats. He could feel its unsettling power coursing through him, but his psyche held firm, resisting the insidious whispers that threatened to consume him.

As the first turn unfolded, the Scab Rats had the advantage. The Chaos Space Marines, Zarkul Warpreaver and Mordax Bloodclaw, had failed to seize the initiative, finding themselves trailing behind their prey. This momentary respite allowed Grudge and his gang to react.

Grudge, determined to protect the warpstone at all costs, felt the warpstone’s eerie influence gnawing at the edges of his mind. He closed his eyes for a moment, taking a deep breath to focus his thoughts. The warpstone’s power was a double-edged sword, and he needed to master it, not be mastered by it. His psyche remained steady, and he retained control over his actions.

Slinger, ever resourceful, had split from the group earlier to scout for an escape route. He now found himself in a dimly lit chamber adjacent to the main confrontation area. To his surprise, his fingers brushed against something unexpected—a sniper rifle concealed within the vent’s dark recesses. The weapon felt cold and deadly in his grip, promising precision and lethality in the upcoming confrontation.

Meanwhile, Vic had ventured into a different part of the factory. Cautiously investigating a vent, he probed deeper, unaware that danger lurked within. As he triggered a hidden trap, it sprang to life, lashing out with cruel efficiency. Vic grimaced as he suffered the brunt of the trap’s cruel punishment, taking 3 damage. Blood welled from his wounds, but he gritted his teeth, refusing to be deterred.

Dust, known for his cunning, had taken a separate path altogether. Venturing into the darkness, he sought the exit with single-minded determination. His nimble fingers found the way, and the prospect of escape beckoned tantalizingly.

However, the serenity of the moment was shattered when Mordax Bloodclaw, fueled by a surge of savage fury, charged forward. With a guttural roar, he lunged at Dust, his armored frame a blur of malevolent intent. In one swift, brutal motion, he seized Dust and hurled him across the chamber. Dust’s body crashed against the hard metal of a nearby structure, leaving him battered and disoriented.

The first turn had come to an explosive end, setting the stage for a confrontation that would test the Scab Rats’ resolve and the Chaos Space Marines’ unrelenting thirst for the warpstone’s power. In the dimly lit chamber, the warpstone’s eerie glow cast elongated shadows, and the battle between light and darkness had only just begun.

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Turn Two

As the second turn began, the Chaos Space Marines, their red eyes burning with malevolence, seized the advantage. Zarkul Warpreaver and Mordax Bloodclaw were eager to close in on their prey and claim the coveted warpstone.

Bloodclaw, his bolt pistol held steady, took aim at Dust, who had just recovered from being hurled across the chamber. With a deafening shot, the bolt round streaked through the air, narrowly missing Dust as he dove for cover behind a rusted metal crate. The resounding impact sent sparks flying, leaving scorch marks on the chamber’s walls.

Warpreaver, on the other hand, aimed his bolter at Grudge, the bearer of the warpstone. The deafening roar of the bolter echoed through the chamber as the rounds erupted from the weapon’s barrel. However, Grudge, fueled by determination and the warpstone’s eerie power, moved with uncanny speed. The bolts whizzed past him, missing their mark entirely. Grudge remained unscathed, the warpstone’s influence granting him an otherworldly agility.

With the immediate threats momentarily thwarted, it was the Scab Rats’ turn to respond.

Grudge, having passed his psyche test once again, retained his control over the malevolent warpstone. He felt its power coursing through his veins, enhancing his combat capabilities.

Dust, still in cover, took aim at Bloodclaw. He squeezed the trigger of his rifle, but the shot went wide, striking the chamber wall and sending a cascade of sparks into the air.

Slinger, positioned in the adjacent chamber, took a calculated risk. With a quick, practiced motion, he hurled a grenade toward Bloodclaw. However, the grenade missed its target, exploding harmlessly in the distance. The chamber reverberated with the deafening blast, echoing off the metal walls.

The battle had escalated, with both sides demonstrating their resilience and determination. The warpstone’s eerie glow continued to cast its eerie light upon the unfolding conflict, as the Scab Rats fought to protect their prize, and the Chaos Space Marines hungered for its dark power.

Turn Three

As the third turn unfolded, the Chaos Space Marines, despite their fervent desire to seize the initiative, found themselves once again trailing behind the Scab Rats. The eerie warpstone continued to exert its enigmatic influence over the chamber.

Grudge, the keeper of the warpstone’s dark power, held his ground and passed the psyche test once more. His determination was unshaken, and he remained in control of the malevolent artifact, granting him an unnatural resilience.

Dust, undaunted by his earlier missed shot, calmly reloaded his weapon. With unwavering focus, he aimed his rifle at Bloodclaw, pulling the trigger with precision. However, fate was not on his side, and the shot once again failed to inflict damage.

Slinger, known for his proficiency with explosives, decided to take another calculated risk. With a swift motion, he hurled a grenade toward Bloodclaw. But, much like before, the grenade missed its intended target, detonating harmlessly in the distance. The resounding explosion echoed through the chamber.

Bloodclaw, the relentless and brutal warrior, had had enough of Dust’s persistence. With a savage roar, he charged forward, his huge mutated pincer claw poised to strike. Dust, reacting with remarkable agility, narrowly evaded the charge by the barest margin, his awareness keeping him safe from a potentially devastating blow. However, Bloodclaw’s relentless assault was not deterred. With lightning speed, he struck Dust, his monstrous claw tearing through the air. Dust couldn’t fully avoid the attack, and the claw made contact, inflicting a substantial 7 damage upon him. Gritting his teeth, Dust staggered backward, bloodied but determined.

Warpreaver, realizing the threat Grudge posed with the warpstone, raised his bolter once more. He aimed at Grudge with deadly intent, but the shot went wide, missing its target entirely. Grudge, bolstered by the warpstone’s influence, moved with unnatural grace, narrowly avoiding the lethal rounds.

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Turn Four

As the fourth turn dawned, the Chaos Space Marines finally seized the initiative, eager to turn the tide of the battle in their favour.

Bloodclaw, his frustration mounting, attempted to seize Dust, determined to finish him off. He lunged at the Scab Rat with brutish strength, but Dust, his agility undiminished, managed to evade the attack. With a growl of frustration, Bloodclaw’s attempt to throw Dust had failed, leaving the wiry Scab Rat standing his ground.

Meanwhile, Warpreaver, the more tactical of the two Chaos Space Marines, recognized the threat posed by Grudge. He aimed his bolter at the Scab Rat leader and unleashed a volley of rounds. The air was filled with the deafening roar of gunfire, and Grudge, despite his enhanced abilities granted by the warpstone, could not evade the onslaught. The rounds struck true, inflicting a brutal 7 damage upon him. The impact of the shots sent Grudge reeling, his resolve momentarily shaken.

In the midst of the chaos, the warpstone’s influence over Grudge waned, and he failed the psyche test. For this brief moment, the sinister artifact took control of his actions. With a menacing glare, Grudge turned hostile, his malevolent intent clear. With no Scab Rats in his immediate vicinity, he began to retreat, heading back the way he had come, away from the exit. His path was marked by a foreboding aura, and the other Scab Rats could only watch in dismay as their leader withdrew.

Dust, battered but resolute, realized that disengaging from the frenzied combat with Bloodclaw was a matter of survival. He broke away, narrowly avoiding further harm. However, the intense skirmish had taken its toll, and Dust’s health had fallen below 50%. His injuries left him weakened, and he could feel his skills slipping, reduced by one.

Slinger, positioned at a distance, took advantage of his newfound sniper rifle. He aimed with calculated precision at Bloodclaw, his finger gently squeezing the trigger. But, in the heat of the moment, the shot went wide, missing its intended target by a hair’s breadth. The chamber reverberated with the echo of the shot, a testament to the intense battle that raged on.

The fourth turn had seen a shift in momentum, with the Chaos Space Marines unleashing a relentless assault. Grudge’s temporary turn to hostility left the Scab Rats in a precarious situation, and the outcome of this harrowing confrontation remained uncertain. The warpstone’s eerie glow continued to cast its sinister light upon the unfolding battle, an ominous presence that hung heavily in the chamber.

Turn Five

As the fifth turn commenced, it was the Scab Rats who seized the initiative. With Grudge, Vic, Dust, and Slinger now regrouping and focusing on their escape, they had a plan to evade the relentless Chaos Space Marines.

Grudge, his resolve steeled by the malevolent warpstone, passed the psyche test once more. His connection to the artifact remained firm, and he retained control over its sinister power.

Vic and Grudge, recognizing the urgency of the situation, made a run for it. They swiftly moved past Warpreaver, their footsteps echoing through the chamber as they shouted to Dust and Slinger, who were nearby. The message was clear: escape while they still could.

Warpreaver, realizing that Grudge and Vic were attempting to flee, charged at Grudge with a ruthless determination to prevent their escape. He aimed to strike Grudge down, but the Scab Rat leader, bolstered by the warpstone’s power, moved with unnatural agility, narrowly evading the lethal blow.

Bloodclaw, on the other hand, targeted Vic, his huge mutated pincer claw poised to strike. He lunged at the Scab Rat, but Vic, his instincts sharp, managed to avoid the attack, sidestepping the vicious assault. Bloodclaw’s strike missed its mark, leaving Vic unscathed.

The chamber was filled with tension as the Scab Rats made a desperate bid for escape, hoping to outrun the relentless pursuit of the Chaos Space Marines.

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Turn Six

As the sixth turn unfolded, the Scab Rats once again seized the initiative. However, the events that followed were marked by confusion and chaos.

Grudge, the bearer of the malevolent warpstone, faltered in his control over the sinister artifact. The insidious whispers and dark influence overwhelmed him, causing him to lose focus. In his confusion, he charged at his comrade, Vic, who had been at his side moments ago. The charge granted him a bonus, and the warpstone’s power bolstered his combat abilities, enhancing his fight skill by 1. Grudge struck Vic, inflicting 2 damage upon him. Vic, however, refused to retaliate against his friend, opting instead to try to help the situation.

Vic, still standing, turned his weapon towards Warpreaver, who was nearby. He attempted to take a shot at the Dark Marine, but the chaos of the moment caused his aim to falter, and the shot missed its mark.

Warpreaver, sensing an opportunity as Grudge stumbled in his confusion, tried to capitalize on the situation by attacking Grudge. However, his assault failed to connect, as Grudge’s erratic movements defied prediction.

Bloodclaw, the terrifying and unrelenting Chaos Space Marine, saw an opening and seized it. He launched a savage attack against Vic, brutally inflicting massive damage that left Vic gravely wounded and unable to continue the fight. Vic fell, his life extinguished by the relentless assault.

The chamber echoed with the cacophony of battle, and the once-cohesive Scab Rats were now embroiled in a chaotic and tragic confrontation.

Turn Seven

As the seventh turn unfolded, the Scab Rats managed to seize the initiative once more. Grudge, his willpower tested by the malevolent warpstone, managed to maintain control over its eerie power.

With a sense of urgency, Grudge decided that retreat was the only option. He made a run for it, breaking away from the Chaos Space Marine, Warpreaver, who had been in hot pursuit. Warpreaver attempted to strike at Grudge as he fled, but his attack missed its mark. Despite the close call, Grudge managed to elude his grasp, his enhanced agility granted by the warpstone allowing him to slip away.

However, Bloodclaw was not far behind. He saw an opportunity to close the distance, charging after Grudge with relentless determination. As he reached the Scab Rat leader, he managed to land a blow, inflicting 2 damage. Grudge felt the pain, but his resolve remained unshaken.

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Turn Eight

As the eighth and final turn unfolded, Grudge, the Scab Rat leader, was determined to make a desperate escape. He passed the psyche test, his willpower still holding firm against the malevolent warpstone.

With the exit vent within inches of his reach, Grudge broke away from the pursuing Bloodclaw. Despite the Chaos Space Marine’s efforts, he couldn’t land a blow as Grudge fled, the Scab Rat leader’s agility proving crucial in this critical moment.

However, Warpreaver, recognizing the imminent threat to their plans, raised his bolter and opened fire. His shots found their mark, striking Grudge in the back with deadly accuracy. The brutal impact inflicted 6 damage upon Grudge, leaving him bloodied and battered. His health had fallen below 50%, and the injuries took their toll, reducing all his skills.

Bloodclaw, seizing the opportunity presented to him, charged at Grudge with relentless fury. In a brutal and devastating attack, he inflicted gruesome damage upon the Scab Rat leader. The relentless assault proved fatal, and Grudge fell, his life extinguished mere inches from the exit vent.

The grim reality set in—the game was over. Despite the valiant efforts of Slinger and Dust, who had managed to escape, the Scab Rats had suffered heavy losses. Vic and Grudge had paid the ultimate price, and the coveted warpstone had fallen into the hands of the Chaos Space Marines, Zarkul Warpreaver and Mordax Bloodclaw. The derelict factory bore witness to the tragic conclusion of this fateful encounter, its shadows illuminated only by the eerie glow of the malevolent artifact.

Some Kev Adams Goblins From Knightmare

We all need some Kev Adams goblins in our lives. I picked these up a couple of years ago from the excellent Knightmare Miniatures. For some reason or another, they kept getting pushed down my to-do list. But I figured they deserved to be painted, and so, the deed is done.

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‘Neil Warlock’ was the one miniature here who’s had paint on him for a while. I painted him up during the October 2022 nostalgia paint challenge.

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These were a real joy to paint. Each of them has so much character.

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The full warband housed in their movement tray.

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The bigger guys with the spears and shields are from the Black Goblins set.

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The others are the Chaos Mutant Goblin set.

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So there we are: a goblin warband that’ll come in handy for future games of Frostgrave, Rangers of Shadow Deep, and Song of Blades & Heroes. They’ll also link up well with my goblin archers, and I’ve a lot more Oldhammery greenskins waiting patiently on the lead pile, too!

Battle Systems Terrain: It’s Like IKEA for Necromunda

Battle Systems terrain has been on my radar for a few years now. It appealed to me when I first heard about it, and I’d always planned to pick up a box or two at some point.

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Having recently got into Planet 28, the timing felt right. My sci-fi terrain has, until now, been pretty non-existent, and my skirmish terrain, in general, has lacked depth, levels, and floors.

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Like most hobbyists, I don’t have much room for storing terrain (and certainly not for leaving it set up), so the idea of Battle Systems’ “flat-packed” cardboard offerings was quite irresistible.

There’s also a strange nostalgic appeal of cardboard terrain, from those classic Warhammer 40k ruins and Epic Space Marine skyscrapers to the little cottages White Dwarf would teach you to make out of old Cornflakes boxes.

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So I reached out to the good folks at Battle Systems and enquired about reviewing two kits that caught my eye, and they very kindly agreed to send them out to me. The kits are the Frontier Core Set, and the Art Deco High Rise.

I should clarify that I don’t do this often, if ever. Not that there’s anything wrong with the strategy, but I only want to spend my limited hobby time with stuff that I really like, or, like the look of. And like the look of Battle Systems, I do. So, let’s see what to make of it all…

Battle Systems Terrain

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The first thing I noticed upon opening the boxes was just how much terrain is packed into them. I mean, it’s pretty obvious from looking at the box covers, but it’s worth reaffirming that you get a lot of stuff, here.

I actually found it quite intimidating at first, looking at everything in its flat-packed form. I watched a couple of YouTube videos to see examples of other folks putting Battle Systems terrain together, but it is pretty self-explanatory. Once I got started and stuck a couple of walls together, I quickly lost myself in the task. I found it quite therapeutic, actually. Like building a big 3D jigsaw.

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Taking a break for a bit, I rolled out the neoprene mat from the Frontier Core Set. Whilst the detail on it is excellent, the overall quality I’d describe as “fine”. I have a few neoprene mats from GameMat.eu, and they’re of superior quality. But it’s possible that Battle Systems make them this way as it’s easier to fold them in boxes.

Back to the cardboard terrain, the attention to detail in the artwork design is second to none. It’s almost telling you a story of its own as you pop bits out and join them together. They’re double-sided too, so you don’t need to pay too much attention when you’re building it.

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I’m curious as to how others put their Battle Systems terrain together. I imagine it’s a bit like fiction writers: You have the meticulous planners who know every tiny detail before they get to work. Then, you have the “seat of the pants-ers” who just start and see where it takes them. I think I identify more with the latter, though maybe the more experienced you get with the kits, the more likely you are to dream up some grand designs.

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Battle Systems terrain is almost the polar opposite of the 2D neoprene terrain I talked about recently, and yet, I like these 3D cardboard structures just as much. As ever with this hobby, there are no right or wrong ways to do things. Everything is an option, and everything has its place.

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battlesystems terrain: art deco high rise kit

I’ll admit that I don’t see me getting much use from the scatter terrain in these kits. I found them a bit fiddly to put together and didn’t do a great job with some of the smaller parts. This wasn’t a major selling point for me anyway. I was really after the big stuff – walls, stairs, walkways, etc.

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I’m excited to bring more of a multi-layered, multi-platformed experience to my skirmish games. I do own a lot of cool terrain, but my miniatures are almost always fighting out their battles on the ground floor. Now, they’ll have the opportunity to climb, jump, and fall from two or three-storey structures. That adds so much to the narrative, the scenario objectives, and the potential for a good tale at the end of it all.

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So, in summary, these kits get two big thumbs up from me. I can see myself getting a lot of use out of them, and the potential for variety is limitless. I often joke about our terrain collections having us fighting over the same three farmhouses on the tabletop. With Battle Systems terrain, there’s no danger of that.

It’s worth noting, too, that although I’ve got sci-fi and apocalypse settings here, Battle Systems also has an excellent-looking fantasy range on their website.

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Hopefully, you’ve enjoyed this whirlwind review, and it has answered some of the questions you might’ve had. Here’s a quick recap:

Pros

  • Flat-pack storage takes up very little room.
  • Limitless variety of build options.
  • Beautifully illustrated card.

Cons

  • Increased setup time – This is definitely not a time-saving tool.
  • Relatively fragile – you’ll need to take very good care of it.

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Now, who wants to get some meatballs?

The Frontier Core Set is available for £84.99, whilst the Art Deco High Rise costs £37.99. Thank you very much to Battle Systems for sponsoring this content!

Take Your Kids on a Dungeon Crawl, With CoraQuest

In CoraQuest you take control of four adventurers exploring a dungeon, avoiding traps, finding treasure, fighting monsters,and sometimes rescuing gnomes called Kevin.


Being a proactive fellow, I’ve been on the hunt for a dungeon crawler I can eventually play with my daughter. She’s only two at the moment, and I don’t fancy waiting another ten years, so I’d been Googling “dungeon crawlers for kids”. I’ll admit it was a somewhat half-hearted search, but it didn’t throw up anything that caught my attention.

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Anyway, it turns out that all I needed to do was attend this year’s Tabletop Scotland to find what I was after. I hadn’t been through the doors two minutes when I spotted a lovely wee game called CoraQuest. I had a chat with the nice chap from Bright Eye Games, got shown the basics, and did the old “take my money” routine.

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When I got a look in the box that evening, I learned more about the game’s origins, and it turns out there’s a heartwarming tale of a Dad (Dan) and daughter (Cora) creating it as a lockdown-era project in 2020.

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Anyway, the next natural step in this sequence of events was, of course, to have a chat about it on the podcast. In this episode, you’ll hear from CoraQuest co-creator Dan about the game’s background, how it plays, and the media frenzy that followed its release.

CoraQuest is a cooperative game with everything you need to start playing right out of the box. But it also lends itself to adaptation and homebrewing. There’s a booklet inside that helps you create your own characters, weapons, and items. The game is played with brilliantly drawn cardboard “standees”, but these can easily be substituted by miniatures from your collection. My old Monster in My Pocket horde are just screaming to be let loose on these dungeon tiles…

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