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When the Horus Heresy cut a divide between the Space Marine Legions of old and the Chaos Gods claimed dominion over the Imperium’s finest warriors, it was the sombre Death Guard who fell in with Nurgle, the Lord of Decay. The toxic atmosphere of their home world, Barbarus, had made the XIV Legion resilient even among their superhuman peers – a perfect match for the gifts of the Plaguefather – and as the corruption spread they began to mutate into hideous, bloated creatures overflowing with disease and pestilence.

As part of our ongoing series looking back at the greatest art from the history of Warhammer 40,000, we’re digging through the festering history of the Death Guard to retrieve some of their most horrifyingly beautiful artwork. Funnily enough, the ‘horrifying’ part was easy…

Who knew gross could be so glorious? We’re feeling a little queasy after that tour through the gallery, but let’s be honest, weird growths and goopy guys are what we love about the Death Guard. If you can think of other amazing art pieces we missed off our list, let us know on the Warhammer 40,000 Facebook page.

Next time, we’re going from fleshy abominations to the blessed machine as the Adeptus Mechanicus show us the flawless works of the Omnissiah. Expect lots of red and silver.

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Nurgle, often known as the Grandfather, is always generous with his gifts. So generous, in fact, that the horrible villains of Warhammer Quest: Darkwater outnumber the heroes five times over, and the Jade Abbey and its surrounds are suffused with rot and contagion. You’ll be able to pre-order the box tomorrow – if it sells out, we’ll restock, don’t worry.

We sent a selection of painters from the wider Warhammer community some miniatures to paint, and, as documented in our previous article, they sent back loads of awesome work. They were somehow more generous than munificent old Nurgle, and even by being really selective with what we picked to share, we had to leave some out. Apologies to anyone that didn’t get included.

With that dazzling smile, it’s no surprise that Gelgus Pust won over the hearts and minds of so many people. Who could deny such benevolent mirth? Not our painters, it seems. Two galleries here, the first containing Angelo Di Chello, Vincenzo Celeste, Simon Sikora, and Sam Lenz.

The second lot, because one gallery cannot contain Pust’s bloated might, features Paul Kidd of Siege Studios, Kenny Wildman, and Mats Olsson of the Critical Focus Channel.

Pust’s prime lackey, Mulgoth the Cleaver – who gives him a big hand now and then – also proved extremely popular, thanks to his classic and foreboding silhouette. Stuart Mack of Miniature Realms Studio, Rob Merker, Patrick Brampton, and Mikey from Hellstorm Wargaming make the first chop.

Denis Rubbert of DICED, Chris Frosin, and Adrian Phillips grab our attention with the second swing.

Drawn from the corrupted earth itself, the Cankerborn are three-headed Nurgle daemons with vile weapons and even viler auras of rot. Rob Caldicott of Battle Bunnies, Alison Kersley, Matt Crowther, Marc Büsing, Joshua Hill, and Tiffany Brampton braved the stench to paint theirs.

Jessica Smart, Marc Büsing, Vincent Knotley, Chris Lewis, and Bradley Fulton of The Hobby Collab embraced the bloated forms of the Blight Templars, giving us some fantastic renditions of these classic Nurgle-pledged knights.

With a veritable army of minions and bosses in the box, our intrepid community painters also presented us with a rotten banquet of glorious paint jobs. Matt Crowther herded a few Pestigors, Rob Wolters of Battle Bunnies gave us a Nurgle-pleasing triple threat of Foulhoof and guardian Pestigors, and Jessica Smart painted a pack of putrid, but oddly cute, Mire Kelpies.

And with that, we’ve run through the fever of Nurgle worshippers. You can pre-order Warhammer Quest: Darkwater on Saturday, and paint up your own contagious cadre of Nurgle worshippers.

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There are plenty of enduring heroes in Warhammer – a few of them even turned into gods – but few are as obstinate, determined, and long-lasting as Gotrek Gurnisson. Partnered with Felix Jaeger, he fought against countless terrifying foes in the World-That-Was and came out swinging. When the world ended, he managed to survive an entire apocalypse before popping out relatively unscathed in the Mortal Realms, to begin his adventures in slaying anew.*

To celebrate his exceptionally long and action-filled life, Black Library have put together a stunning new edition of William King’s Trollslayer, the first Gotrek and Felix novel!

The main event is Trollslayer itself, presented in a hardback edition that features a fabric cover with stylised artwork picked out in copper foil, printed page edges, and a brown ribbon bookmark. A ribbon to mark your place is more Felix’s style, so in honour of Gotrek you also get an axe-shaped bookmark designed to match the book’s cover.

Two coins are also included in the set, one round to match the currency of the Empire, one decagon to match those traded in the Dwarf holds. Then there’s a series of three art prints – one of Gotrek and Felix having a few pints together, a map of the Old World, and a wanted poster for the troublesome duo that confirms they’re sought dead rather than alive. They all come in a matching sleeve, but we’ve saved the best til last.

Easily the best part of the box, besides the book, is a set of four beer mat-style coasters with unique designs and non-slip backings. Two represent beers from the World-That-Was – Trollbrew and Tar Drop – while the other two are places where these fine ales might be found: The Sleeping Dragon pub and the Brodag brewing festival. All of the above is packed into a convenient display box, though we can’t see ourselves storing those coasters while there are drinks to be quaffed...

This limited edition of Trollslayer will be available to pre-order quite soon, so make sure you keep an eye on the Black Library section of upcoming Sunday Preview articles to find out when it’s available. It will only be available while stocks last.

* Felix wasn’t as lucky, as far as we know.

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It has been almost a year since Veteran Sergeant Metaurus, Lieutenant Titus, and two veteran brothers embarked on a would-be suicide mission to Zsah’Uj – as seen in the Secret Level episode And They Shall Know No Fear on Amazon Prime – and now they are set to join the line of awesome Warhammer action figures from JOYTOY. 

Titus’ third entry in the JOYTOY range sports his laurels of victory and updated equipment from the animation, including the distinctive sorcerer-splitting combat knife he put to such good use.

Likewise, Metaurus hefts his huge power axe and the ornate shield of the Bladeguard Veterans, with options to have him helmeted or helmetless depending on whether he’s turning cultists to paste or taking a breather after a vicious Chaos-induced injury.

Titus and Metaurus are joined by their two comrades, Torvald and Levantus* – who come with their own personal liveries and equipment intact, such as their stylised Ultramarines-pattern power swords. You can’t really have a Secret Level-inspired display without them, after all. They earned their spot with an impressively deadly display, before falling victim to Tzeentchian tricks.

These figures are up for pre-order today, and you can stake a claim to your own at the Warhammer Merch store.

That’s not all – JOYTOY aren’t the only ones celebrating the first anniversary of that awesome blood-lit battle in a pitch-black cavern. Cubicle 7 – makers of the rather excellent Warhammer 40,000 Roleplay: Wrath & Glory – have crafted an exciting stand-alone adventure for your play group that links into the Secret Level episode, titled Only in Death. You can buy it right now, so give it a whirl and find out how your own characters play a part in the mission to Zsah’Uj.

Will you be adding Titus and his companions to your collection, and reenacting some of the breathtakingly cool scenes from And They Shall Know No Fear? Make sure to show us on the Warhammer 40,000 Facebook page!

* It’s ok if this is the first time you’ve heard their names – they weren’t very talkative.

The Secret Level and Prime marks and associated graphics and illustrations are owned by Amazon Content Services LLC.

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A little slime-covered Mire Kelpie has told us that Warhammer Quest: Darkwater is available to pre-order on Saturday. Just like all of you, the Warhammer Community team is excited to get their hands on the box and start playing campaigns with their friends and loved ones.

We were lucky enough to get an early copy, and have some campaign groups and skirmish sessions set up for when we’re not busy writing, designing, and doing all the social and webstore copy that’s required. We decided to split the heroes between the group so that we could paint some cool alternate versions. You can check them all out below.

Kelthannor, the Forest Prince – painted by Joel

I chose Kelthannor as my hero. I’ve been a fan of the Kurnothi faction ever since painting up the Skaeth’s Wild Hunt miniatures for Warhammer Underworlds many years ago, and I always tend to go for the nimble ranged characters in Warhammer Quest games.

When I painted that Underworlds warband I chose a wintery scheme, primarily using white and blue, and decided to adapt that same colour scheme for this new character. 

The animal portion of him was painted using Grey Seer spray as a base coat, layered up with Ulthuan Grey and a final highlight of White Scar. The skin was a 50/50 mix of Cadian Fleshtone and Kislev Flesh, with some darker and lighter blends. I used Lupercal Green for his cloak, being very careful not to get it on the white animal skin! The hair, gems, and other blue sections were based with Lothern Blue, highlighting up to Baharroth Blue to make it look more icy, in keeping with the winter theme.

Drolf Ironhead, the Grizzled Explorer – painted by Catherine

While I adore Drolf’s blue scheme from the box art, I thought he might struggle to blend into his forest home. So my grizzled explorer’s theme is inspired by the autumnal yellows and browns I can see outside my office window right now. I painted his cloak using Orruk Flesh and Averland Sunset, and his many fine leather accessories are a mixture of Rhinox Hide and Steel Legion Drab. A liberal amount of Agrax Earthshade helped him look like he hadn’t seen the inside of a bathtub in an age, and a few swipes of Corax White and Averland Sunset with an old dry makeup brush brought out all his lovely details.

Bren Tylis, the Renegade Saint – painted by Luke

Painting heroes for games like Warhammer Quest is already a fun challenge because they feel a little “solved” by the ’Eavy Metal miniatures and accompanying art. I decided to only tweak my version of Bren Tylis a little, giving her a more rich purple cloak and armour with an iridescent tinge, achieved with thin glazes of Luxion Purple and Aethermatic Blue. I thought that was a good fit with the fish motif that can be found on the end of her scabbard, and the water flask she’s carrying, which I painted as if it were glass. 

I tried to keep colours muted across the board, desaturating the skin and cloak by adding various greys to the paint mixes, whilst also adding a decent patina to the bronze and brass metals. The face was a challenge, as I wanted her to look gaunt, but not overly so, and I spent a lot of time going back and forth with light and dark skin glazes to reach a shade pallor that I hope reads “tired of it all, but still kicking”.

Edmark Valoran, the Manticore Knight – painted by Jon

As a lover of all things armoured and bashy, painting Edmark was an easy choice. I wanted to lean into the classic knightly tank archetype of the adventurer, so used a halved red and white scheme for Edmark’s shield and tunic, alongside bright silver armour. So that the red of the Shield of the Manticore would stand out, I mixed Khorne Red, Mephiston Red, and Abaddon Black to create a dark maroon/leather colour for the cloak, weathered by a drybrush of Steel Legion Drab and Karak Stone at the end. (I did this on a whim at 11:30pm one night – thankfully I was pleased with the result!).

To ground the otherwise bright and shiny scheme with the dank surroundings of the Jade Abbey, I glazed Gutrippa Flesh Contrast onto sections of all the armour and gold to add a patina of age to the mini.

I prefer to paint in sub-assemblies, which can sometimes be a challenge with push-fit minis, but Edmark split very easily into three, including an ingenious bit of design where the helmet crest and visor are attached to the cloak front and shield, separate from the rest of the head. This meant I could paint Edmark’s visible eyes before the visor was added over the top.

 Inara Sion, the Cleansing Blade – painted by Kristyna

I decided to give Inara my own twist by painting her hair in a different colour and adding some dramatic blood effects to show she’s not afraid of what’s waiting in the Jade Abbey. 

Painting her reminded me why I love the Warhammer hobby. Every project is an opportunity to learn something new, try something bold, and bring a character to life in a way that feels yours. 

I’ve been around the hobby for a while now, but this is only my third miniature painted to completion. I’m still learning, and Warhammer Quest: Darkwater has been a great excuse to push myself. There’s so much talent and passion in this community, and it genuinely humbles me how everyone comes together to support and inspire each other on their hobby journey. 

Jacobus Vyne, the Jade Wizard – painted by Grog

Wizards are very cool, and weird little guys are even cooler, so clearly I got to paint the best character in the party.

My version of Vyne isn’t too dissimilar from the box art. It’s pretty simple stuff –  Contrast paints for a nice smooth basecoat, and then highlights manually applied with Layer paints. Using Contrast paints also made it really easy to blend the colours on the staff to transition from the brown of the tree to the light green of the staff head.

I decided to go off-piste for Wisper and paint them in vibrant colours like an orchid or cyclamen, but the end result kind of looks like they’ve been flayed. Oops. At least it might scare some of the monsters.

Drasher Vorn, the Rampaging Beast – painted by David

I was drawn to Drasher due to him being so unique, we haven’t seen anything quite like him in the Mortal Realms so far. Drasher is a shapeshifter from the Realm of Beasts, and presumably draws on the magic of Ghur to change his appearance. I wondered what it might look like if he instead drew on the magic of Ghyran, hence the green colour.

With so many different textures, he was a joy to paint. I started with a Zandri Dust undercoat and worked mainly with Contrast paints to get the main colours down before picking out the details. The large gems were particularly satisfying to paint.

The pools on the base were created by painting the edges in green, leaving black for depth, and then building up several layers of Stormshield Technical paint. 

Now we just need to decide how to arrange the party for our first campaign! You’ll be able to get your very own copy of Warhammer Quest: Darkwater when it hits pre-order on Saturday. If every copy goes, don’t worry, more will be on the way… Grandfather Nurgle loves spreading his gifts. Let us know how you’re going to paint yours on the official Warhammer Facebook page.

You can still take part in the Forge Your Destiny email journey for Warhammer Quest: Darkwater in order to get a taste of the horrors that await when you finally take your own adventuring party into the Jade Abbey. Even if you haven’t been taking part yet, you can catch up now and compare your actions to everyone else by checking out the official Warhammer Instagram page.

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Warhammer Quest: Darkwater is available to pre-order on Saturday, which means you’ve got just enough time to learn about Gelgus Pust and his followers before you need to start rolling dice against them. We’ve covered the setting itself, the heroes you can play as, the basics of how the game plays, how your adventure might unfold, and even had a designer’s commentary, so let’s take a look at the robust welcome party Gelgus Pust has created for you.

Every Warhammer Quest game needs a basic level enemy for your heroes to carve through with reckless abandon, and Mire Kelpies are the critter du jour for Darkwater. Born from the corruption festering in the Jade Abbey, these barely sentient spirits can be a problem when encountered in groups thanks to their tendency to spit gunk at anything in sight, which can ensnare and bind its targets. Heroes should take care when exuberantly carving them up, as they have a tendency to explode in a shower of acrid slime.

They say you should dress for the job you want, not the job you have, which is why Pox-Wretches wear cyclopean masks reminiscent of the Plaguefather’s daemonic followers. Giving up their sight means their sense of smell is heightened, able to cut through the rot and grime of their surroundings to sniff out anything clean, such as questing heroes. They prefer to gang up on their foes, acting together in large groups to overwhelm their enemies with rusted farming equipment and crude weapons.

Drawn from the stock of beastmen that still linger in the dark tangles of Ghyran’s wild forests, Pestigors are foul creatures with bloated bellies and matted fur, who view the Jade Abbey as a stain on a land rightfully belonging to Nurgle. More resilient than Pox-Wretches, these vile-smelling mutants work each other into a frenzy with their phlegmatic braying. If you think that sounds nasty, wait until the hacking and bludgeoning starts.

Each Blight Templar is a mountain of fecund flesh and muscle that can easily withstand grievous injuries, chuckling gutturally all the while. In devotion to the Plaguefather, they have absorbed diseases and pestilences that would ruin other mortals, and stomp into battle with vile liquids leaking from beneath their rusted armour. Each Blight Templar fights in its own unique way – watch out for the chap with the macewhose aura of rot strips armour, and the fella with dual axes who uses his intestines as a lasso, drawing targets close. Yep, you read that right. 

Born from land that has suffered grievous injury at the hands of Nurgle worshippers, Cankerborn are three-headed daemons with tough hides and colossal rusted weapons. Their rotten forms exude a stench so unimaginably heinous that it can bring charging adventurers to a halt, which is bad news as a single swing from their huge weapons can easily rake across a group of heroes. Good luck if you need to take two of these on.

There are also a number of cunning and difficult bosses you will encounter in your journey through the Jade Abbey. 

An ardent devotee of decay and ruin, Shaman Foulhoof rules over the herd of Pestigors known as the Flyblown, who wander the lands as ambulating vectors of contagion. It is Foulhoof’s rituals that first gave birth to the Cankerborn, a secret Pust has since stolen. His powerful incantations of rust and ruin can corrode equipment, forcing heroes to discard their hard-earned reward cards, and he can turn the land into a cloying, sucking quagmire that is a nightmare to wade through.

Mulgoth the Cleaver is Pust’s number one lackey, a bitter and nihilistic soul who hates beauty and purity almost as much as he loves snapping spines with his mutated arm. Rumour has it he was once a knight of nobility, who was shunned when he contracted the Weeping Pox, which might explain why he hunts down heroes with such grim purpose. When he has someone in his grip, he will methodically hack away at them until he’s satisfied that just punishment has been meted out.

In times long past Belga was a high priestess of the Jade Abbey, who sided with Pust during his rebellion in exchange for stewardship over the Everspring. Things didn’t go to plan, and Alarielle’s sanctuary remains off limits to Belga, who has since been driven mad by her new form. Two of her former sisters are flesh-melded into this new guise, tending to the pestilent cauldron she carries around for inflicting upstart heroes with withering diseases while she burrows within the dank ruins of the Jade Abbey.

What more needs to be said about Gelgus Pust? He’s an overly ambitious fiend who betrayed the Jade Abbey out of envy, and forfeited his soul to Nurgle in return for a towering new form. This vile daemon prince is an unstoppable force of rot and entropy able to smash through obstacles and heroes alike. Any encounter with him is a race against time as he gains more strength from watching those around him suffer the despair of battling his blessed might – no wonder he’s got such a wonderful smile plastered across his face.

These Nurgle-worshipping rotters are ready and waiting to bring you into the Grandfather’s embrace in Warhammer Quest: Darkwater, but they’re not stopping there. When Battletome: Maggotkin of Nurgle lumbers into view, Gelgus Pust, Belga the Cystwitch, Shaman Foulhoof, the Cankerborn, and the Pox-Wretches will all be joining the fight in Warhammer Age of Sigmar. You can even scatter your Darkwater Pestigors into the new unit of lumpen beastmen who are on their way, if you wish. We’re sure they’ll appreciate the herdmates.

Before you reach the gates of the Jade Abbey to vanquish this court of pox-laden villains, there’s still time to explore in the Forge Your Destiny journey. If you’ve not already been taking part, you can race through all of the previous scenarios, and you can even check out posts on the official Warhammer Instagram page to find out what decisions other adventurers have made!

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There’s lots going on at Warhammer World in March next year, with the awesome Warhammer Underworlds Weekender joining a packed calendar across a range of games.

But first, don’t forget to check out the newly revealed dates for our next two Warhammer Open events – taking place in California in January and the Netherlands in April – that kick off a packed 2026 schedule happening all over the world.

If you’ve never been to a Warhammer Open event before, make 2026 your year. They’re incredible gatherings full of die-hard Warhammer fans who come together for exciting tournament gameplay, fantastic hobby challenges, and loads of side events to enjoy with their fellow hobbyists. There’s nothing quite like them.


The Warhammer Underworlds Weekender

What’s better than a fun and friendly Warhammer Underworlds event held in the heartlands of the Warhammer hobby? Three events taking place over a single action-packed weekend!

The Weekender is the single greatest Warhammer Underworlds gathering of the year, where you can pick and choose your favourite ways to play or join in with all three clashes on Friday, Saturday, and Sunday for a reduced price. So what exactly will you be doing on each day?

This event takes place across Friday the 13th, Saturday the 14th, and Sunday the 15th of March.

Bugman's Evening Clash 

Spend an evening of casual Warhammer Underworlds gaming across three rounds in one evening, using the Nemesis game rules. This laid-back event is a great way to meet your fellow players and get the gears turning before the weekend truly begins.

This event takes place on Friday the 13th of March.

Grand Clash

The Grand Clash returns to Warhammer World! Pit your best Nemesis decks and warband against some of the finest players from all around the world, playing six rounds over the course of one day. There’s no shortage of action, and you’ll also get free entry into the legendary Warhammer World Exhibition Hall and a pub quiz in the evening.

This event takes place on Saturday the 14th of March

Rivals Legacy Clash

Close things out with a throwback tournament featuring your favourite Legacy warband – or a more recent one, if you want – and a Rivals deck for a day of classic Warhammer Underworlds action. You’ll play four rounds in one day, finishing with plenty of time to make it home before the weekend’s over.

All three events will award prizes for gameplay performance, sporting conduct, and painting excellence, and lunch will be provided during the Grand Clash and Rivals Legacy Clash. You can find out more about each one, and grab your tickets, at the link below.

This event takes place on Sunday the 15th of March


Into the Breach

Feeling claustrophobic? We’re heading into the dark corridors of spacecraft for three Boarding Actions games of Warhammer 40,000, played over a single weekday. Bring a tight 500-point Boarding Patrol force and prepare to breach. Awards will be given for painting, performance, and sporting conduct.

This event takes place on Wednesday the 11th of March


Warhammer: The Old World – Grand Melee

Muster your favourite 1,250-point Grand Melee army and head to Warhammer World for three Matched Play games of Warhammer: The Old World with like-minded hobbyists. As usual, awards will be given out for painting, game performance, and sporting conduct, so play your best and make sure to have fun!

This event takes place on Wednesday the 18th of March 


Middle-earth™ Grand Tournament

It’s the big one – the annual Grand Tournament for the Middle-earth™ Strategy Battle Game is back for a weekend filled with gaming and camaraderie. Bring along both 700-point Good and 700-point Evil armies, and prepare for six action-packed games played over two days. Lunch is included, as is entry into the Exhibition Hall, and there’ll be plenty of entertainment on Saturday night. 

Awards will be handed out for painting, game performance, and sporting conduct, with the winner granted the title of Champion of Middle-earth for 2026.

This event takes place on Saturday the 28th and Sunday the 29th of March

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Now that you’re familiar with the background, heroes, rules, and encounters of Warhammer Quest: Darkwater, we’re taking a breather to drink in some of the details on the miniatures that come in the box. The heroes and villains are the main focus, as they’re a characterful bunch covered with cool details, and make perfect self-contained painting projects.

The adventuring heroes in Darkwater bring together a bunch of varied archetypes, with a heavy dose of Warhammer flair. They’re each festooned with gear and doodads that ground them in the Mortal Realms, bringing some of that Age of Sigmar narrative into Darkwater. Each has an icon associated with them, which will represent them on the initiative tracker, and we showed these off in our article introducing the miniatures. Perhaps you can spot them all in the images below?

A warrior through and through, Edmark Valoran is ready for action, and wades into battle against the followers of Nurgle with a brutal axe. A pouch, totem, and back-up sword hanging from his belt show he’s prepared. 

Drolf Ironhead on the other hand is a duardin ranger able to bypass all sorts of obstacles and traps thanks to his overflowing pack of adventurer’s equipment. The rune of his clan is emblazoned on his equipment, and you can even see his stowed crossbow – the primary weapon on Drolf’s regular hero card.

Wading into the fray with a broken nose and ramshackle armour, Bren Tylis is a hard-bitten, roving sellsword with an unlikely ancestor – Saint Yondara, sworn guardian of the Everspring. She’s loaded with all sorts of gear, including a flask of fresh water, a lantern, a shattered spear, and even a skull that she uses to communicate with Yondara. 

The flipside to this rough and ready rogue is Inara Sion, a resplendent questing maiden who is centuries old thanks to regular sips of Aqua Ghyranis. Vine motifs on the miniature link her to Ghyran, and intricately painted water caustics on the sword reveal its true nature as a conjured blade.

Just like Inara, Jacobus Vyne has his bare feet firmly planted on the ground to show his link to nature. His Vineroot Staff can be seen knitting itself to the fauna he’s perched on, and carries the same motifs as his locus spirit, Wisper. We’re particularly big fans of the spite-owl on his shoulder.

Drasher Vorn is the strangest of the bunch, a shapeshifter from Ghur who can be seen adorned with various pendants that feature the Arrow of the Hunt – the symbol of Ghur – while the Ebon Claw artefact of his tribe hangs from his belt. 

As the biggest of all the heroes, Kelthannor is covered in intricate details. As a prince, he’s adorned with fine clothing, and even has a lip ring. He’s also carrying a huge bow with equally large arrows, and a horn hangs from his belt – which he uses to embolden his allies. His base is also decorated with a little statue of a forest nymph cradling a jar of Aqua Ghyranis. 

At first glance, Belga the Cystwitch appears to be a single vile creature with a grub-like body, but closer inspection shows that two of her sisters have melded into her body, making her a living coven – delightful. Nurgle loves the number three almost as much as seven, so you’ll see tri-lobe motifs pop up everywhere in Darkwater. She conducts vile rituals with her cauldron, an act that Shaman Foulhoof also practices, though his more primal proclivities see him dripping tainted blood onto the land from a sacrificial heart.

All the villains share the same spiral imagery, a symbol of Pust’s insurrection, but only Mulgoth the Cleaver is branded with it so prominently. Check out his gnarly daemonic axe, and the way his armour has crumbled and fallen away as his arm has swollen to gargantuan proportions.

The primary antagonist of Darkwater is the swollen daemon prince Gelgus Pust. The centrepiece of the box, he’s a fearsome miniature absolutely stuffed with details. While we’ve lavished much attention on his beautiful rictus grin, the miniature is a proper “party in the back” situation, as he hides nascent wings gifted to him by Nurgle, which hang like a cloak, and thick hair like you’d find on the thorax of a fly. He’s a carnival of rot and boils, and there are a few nods to his supremacy over the Sylvaneth – defenders of the Realm of Life – like the faces trapped in his sword, which mirror those of Spite-Revenants.

You can find out loads more about the design of the Warhammer Quest: Darkwater miniatures in issue 519 of White Dwarf, which is coming out soon. It contains a full designer’s notes feature from the Warhammer Studio, more rules commentary, a full playthrough, and a guide on how to approach painting your heroes. We’ll have a full reveal of the rest of White Dwarf 519’s content next week.

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Another season of shows on Warhammer TV finishes this week, which means we’ve got an awesome selection of end-of-season specials lined up for you. These changes from your regularly scheduled programming include an episode of the Black Library Book Club and the return of Brainboyz. The main event is a new instalment of Open Play, which sees three of our hosts charge out of the studio, across the car park, and into Warhammer World proper to take part in a Warhammer 40,000 tournament using the Asymmetric War missions from the latest Chapter Approved Mission Deck.

Who better to tell you about the episode than Alex and Si, who took part in the event? A special shout out to the Warhammer World Events team too, who helped accommodate the gang and all their filming equipment on the day.

Alex: For this episode I bravely – or foolishly – elected to paint up a new force and so ended up settling on a Chaos Knights War Dogs list that perfectly fit into the 1,000-point limit for Incursion games. Walking into Warhammer World I was a little apprehensive as I lean more towards the narrative side of gaming rather than  competitive, but the camaraderie of the players and the friendly atmosphere of the Wednesday Warhammer event washed that feeling away immediately. After three savage games of Warhammer 40,000, the only question on my mind was when I could do this again. It was fantastic! 

(The second thing on my mind was expanding the list, and now there are two chunky Chaos Knights ready for painting on my hobby desk!)

Si: Ever since the release of the Space Wolves army set earlier this year, I’ve been frantically working on updates for some of the older units in my collection, gradually* replacing them with shiny new ones. As such, I’d not actually played any games with them since the new Codex arrived, as I’d been too busy painting them instead! Suffice it to say that this event was the perfect opportunity to unleash elements of my new-look army on the battlefield at last.

Given the unusual deployment zones found in Asymmetric Wars, I figured that speed would be my greatest asset. I therefore planned to pin down my opponent’s army in combat as quickly as possible so that I could gain battlefield control and lock down the objectives with an Intercessor Squad behind the main areas of fighting. To that end, I went with Ragnar Blackmane leading six Wolf Guard Headtakers, and two units of Blood Claws, each led by a Wolf Priest for added hitting power and model replenishment. That’s three hard-hitting units that could advance and charge, which I further supplemented with two packs of Thunderwolf Cavalry. Awooo, indeed.

The event itself was loads of fun, and I was fortunate enough to play against three fantastic opponents, who really played in the spirit of their armies, which ensured all my games were an absolute blast. To my mind, that made each game a win for both players, irrespective of the actual result!

Cheers, folks! You can watch that episode of Open Play right now on Warhammer TV – maybe it will inspire you to play in your first event?

Also on the cards this week is an episode of the Black Library Book Club in which the group are looking back at the novel that kicked off the whole of the Horus Heresy, the legendary Horus Rising by Dan Abnett. They’ll be picking out their favourite moments and discussing the Great Crusade. 

Finally, on Brainboyz, four guests split into two teams and get tested on their knowledge of all things Warhammer over five rounds, starting with simple true or false questions, through questions about the player’s favourite factions, and guessing models from some hilarious pictures of people doing their best to replicate poses and wargear with stuff on hand.

All of these Warhammer TV shows, and more, are available to subscribers of Warhammer+. If you’ve subscribed by the 30th of November, you’ll automatically be entered into a draw to win copies of The Art of Warhammer Video Games signed by Andy Hall, the Warhammer 40,000 Character Encyclopedia  – which includes a Lieutenant Titus miniature – signed by Wade from the Warhammer Studio, and Words of War: The Miniature Book of Space Marine Quotes

There are five sets of prizes to win! Terms and conditions apply

You can enjoy a back catalogue of more than 500 shows and animations all as part of your Warhammer+ subscription. By signing up for a whole year you also get to choose from one of two brilliant diorama miniatures, completely free of charge, and get full army-building access to useful apps for both Warhammer 40,000 and Warhammer Age of Sigmar. You can select your miniature, redeem codes from Codexes and battletomes, and enter the Warhammer Vault all by logging into your MyWarhammer account. 

If you’re not a subscriber yet, you can get a taste of all the brilliant shows and animations on Warhammer TV for free by signing in with your MyWarhammer account. You can check out – deep breath – The Enemy Without: A Deathwatch Vignette, Loremasters episodes on Titans, Librarians, Stormhosts, and the Skaven Great Clans, Battle Report episodes covering Tempestus Aquilons fighting Vespid Stingwings in Kill Team and the Stormcast Eternals attempting to quash the Skaven threat in Age of Sigmar, a Deep Strike episode on Total War: Warhammer, and a Citadel Colour Masterclass guide to painting glossy, rotting innards – yum, our favourite.

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* As anyone who knows Si will attest, his painting speed is glacial at best, so “gradually” is quite the understatement.

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We’ve waited patiently to discover what’s next for Neave and her fellow warriors, and the wait is nearly over – the trailer for the second half of Season 2 of Blacktalon is here!

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After a run-in with some of the most formidable and malign forces in the Mortal Realms, and some dramatic revelations, the first half of the second season of Blacktalon ended on a cliffhanger earlier this year. 

That was back in April, and since then Warhammer TV returned to the Mortal Realms with the Skaven-infested Sigmar’s Toll. We’ve not been able to stop thinking about the fate of Neave Blacktalon however, and we’re in luck as the final three episodes of season two are on their way in the coming weeks. You can catch up with events here, or just rewatch the first half of the season right now on Warhammer TV.

There are plenty more animations coming to Warhammer TV, including shows featuring Adepta Sororitas battling Orks, the Aeldari engaging with the Imperial Navy in tense dogfights, World Eaters, and more. Check out the upcoming trailer of animations to catch more details.

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If you subscribe to Warhammer+, you’ll be able to check out the first season of Blacktalon, the first half of season two, and loads more Warhammer animations on Warhammer TV. We’ve also got tons of shows like Battle Report, Loremasters, and Painting Desk for you to watch, alongside today’s end-of-season specials.

Your Warhammer+ subscription also gives you the choice between two awesome diorama miniatures, which you can choose via the MyWarhammer page, plus full access to the list construction parts of the Warhammer 40,000 and Warhammer Age of Sigmar apps. Find out more here.

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Snow clouds are gathering and a certain scarlet-clad grot has donned his most festive hat, which can only mean one thing – the countdown to Grotmas has begun and Da Red Gobbo has whipped up another cache of Warhammer goodies to dispense each day from the 1st of December.

This year’s calendar is shaking up the formula by stuffing a wide selection of different treats behind each door of the Red Gobbo’s workshop, from new game rules and painting guides to unreleased Warhammer fiction and – as always – a special reveal on Grotmas Day. There’s no knowing quite what you’ll get, so make sure to check in with Da Red Gobbo each day.

And before you ask, no – you can’t bribe him to tell you what’s coming. We’ve tried.*

Just because Da Red Gobbo is well-known for his antics in the 41st Millennium, doesn’t mean he’s staying in the far future either, and he’ll be making stops in the Mortal Realms too on his way to the big reveal. 

There’s less than a week until the first box opens on Monday 1st December, and a little snotling told us that it has something to do with a newly promoted Captain everyone’s been talking about lately. Can’t imagine who that would be. 

As usual, you’ll get the full scoop here at Warhammer Community. We’ll see you then!

*He’s got some serious integrity, for a grot.

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The Imperium has begun to slowly, painstakingly push the Tyranids off Avarax, but the battle continues in the void and at the moment of their triumph, the great ship Wrath of Espandor has fallen silent. It is up to you and your battle brothers to make your way aboard and expunge the Tyranids once and for all in the new Reclamation Update for Warhammer 40,000: Space Marine 2 – out right now on PC, Playstation, and XBox.

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Update 11.0 adds loads of new, free content to Space Marine 2, with the launch of the eponymous Operations mode mission pitting your custom Space Marines against a pair of cunning Tyranid leader-beasts as you assess the damage to the Wrath of Espandor and, if necessary, annihilate it along with every Tyranid aboard. 

Along with the new mission, the Stratagems mode has been expanded with new modifiers adding tricky challenges to your operations and six new Hero weapons to earn along the way: the Bolt Sniper Rifle, Heavy Bolter, Instigator Bolt Carbine, Heavy Bolt Pistol, Power Fist and Thunder Hammer. The Accolades you earn for completing Stratagem missions can also be spent on eight new armour pieces – four helmets and four pauldrons.

Those players with the Season Pass 2 upgrade will also have access to new Blood Angels Champion and Salamanders Cosmetic Packs, both of which can be bought separately if you prefer your DLC a la carte.

The golden death mask of Sanguinius shines brightly on an armour set inspired by the iconic Sanguinary Guard, along with a unique jump pack for the Assault class and a Blood Angels chainsword to do your noble work.

The Salamanders Cosmetic Pack adds two new helmets and one backpack – that you’ll no doubt recognise from the Salamanders Upgrades for Warhammer 40,000 – along with a pair of unique pauldrons and liveries for four of their successor Chapters: the Dark Krakens, Dragonspears, Covenant of Fire, and Black Vipers.

Finally, all players will now be able to mix up their Chaos Space Marine armour sets in PvP game modes, using the same modular system as the Operations mode to customise and personalise your Chaos Champions.

Access the Reclamation Update right now in Space Marine 2, and get purging! 

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It won’t be long until you can plunge into the foetid ruins of Warhammer Quest: Darkwater and put Nurgle’s odious servants to the blade. The band of heroes in the new Warhammer Quest includes a range of classic archetypes, with a few curveballs thrown in for good measure. Each is stuffed with character, making them great painting projects.

We sent out some early copies of Darkwater to the wider Warhammer community, and received back an appropriate deluge of heroes and villains – more than we have for any other painting request. It has proven so popular that even by being really selective with what we picked, we need to split the responses across two articles. Apologies to anyone that didn’t get included. 

Edmark Valoran, the Manticore Knight, with all his arrogance and braggadocio has demanded first place. Thibaut Raum, Jon Gómez, Greg Dann, Dennis of Chaosbunker, and Brennan Baker have all supplied appropriately fancy looking miniatures that pass even Edmark’s withering scrutiny with absolutely flying colours.

Everyone loves a duardin in Warhammer Quest, especially one who specialises in chopping and tunneling through ruins and twisted thickets. Angelo Di Chello, Chrissie Orton, Chris Pike, and Adam R of Siege Studios have all proven their allegiance to short kings admirably. 

With her determined face, tattered armour, flowing cape, and stack of relics, Bren Tylis gives painters all sorts of elements to get lost in. The Bonehead Podcast team, Sion Scannel, and Matt Hake of Battle Bunnies were all whispered to by Saint Yondara, and took up the brush.

To help cleanse the Jade Abbey of corruption, Inara Sion battles with an amphora of Aqua Ghyranis, from which she conjures an enchanted blade. Her miniature is exceptionally evocative, and led to some fantastic entries from Virginia Rosenberg of Paintomancy, Stephanie Flores, Jessica Smart, Christine Coram, Jose David González Ramos, and a dual entry by Zac Laundrie of The Mortal Realms podcast, which we’ll show off below…

Speaking of which, Jacobus Vyne, the Jade Wizard with a delightful leafy familiar he calls Wisper, was another favourite from the box. We reckon it’s because of his little spite-owl friend. Zac Laundrie twinned him with Inara Sion, while Paulie Wallis, Lauren Wingrove of Battle Bunnies, Dennis of Critical Focus Channel, Crystal McHaffie, and Chris Frosin all provided their own takes.

Chief of the Arak Klor tribe of Ghur, wielder of the Ebon Claw, and a berserker who just loves bashing in the heads of Nurgle’s followers, Drasher Vorn is part man, part beast, and all awesome. Check out these versions by Vincenzo Celeste, Rob Merker, Cire Yuto-Esco of The Hobby Collab, and Chris Lewis.

Last but by no means least, Kelthannor the Forest Prince is a nimble Kurnothi who lets loose deadly accurate arrows even as he gallops over and through nearby enemies. Matt Wingrove of Battle Bunnies, Matt Crowther, and Marc Büsing all took on the challenge of painting the biggest hero in the box.

That’s all the heroes wrapped up. You can look forward to seeing how the wider community painted up the scions of the Plaguefather later in the week, plus check out how us here at the Warhammer Community offices got on with the heroes. You can pre-order Warhammer Quest: Darkwater on Saturday. 

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Odd, we asked the Rumour Engine for something cool this week, and all we got was this instead. I guess there’s a bug in the system.

A bug.

This is an excellent joke because a bug is a colloquial term for an insect, as depicted in the image above, as well as a word for errors in machines and programs that cause them to produce unexpected results. 

… Anyway, tell us who you think this belongs to on Facebook and Instagram.

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In the perilous mountain passes of Cirith Ungol, worse things than orcs and goblins lurk… and one of them in particular has lots of legs. If you’re squeamish or arachnophobic, you might want to look away rather than witness the fearsome form of Shelob. 

Shelob is a giant, bloated spider who hunts prey in the winding tunnels and passes of  Cirith Ungol, the route into Mordor braved by Frodo, Samwise, and Gollum. The spawn of Ungoliant, an ancient evil spirit from the earliest days of Middle-earth, she is afflicted with a ceaseless hunger, and will paralyse her prey and web them up so she can feast on them later.

She will be available in plastic in a new box – The Path of Cirith Ungol: Shelob & Gollum, which also features the ringbearer, and the strange and twisted creature named Sméagol.

Shelob towers above the new Gollum miniature, poised clambering over some rocks as he is wont to do, while poor Frodo is all webbed up, minutes from being consumed by the ever-hungry spider. This ensnared version of Frodo is designed to be used in The Bravery of Master Samwise scenario that features in the upcoming Middle-earth™ Strategy Battle Game journal, The Treachery of Gollum.

A 48-page softback supplement, The Treachery of Gollum features nine new narrative scenarios covering the hobbits’ journey through Cirith Ungol, and their encounters with Shelob and Gollum. Each can be played as a standalone scenario, or as part of a longer campaign with rules that change depending on whether the Good or Evil forces win.

Also included is a complete guide on how to paint both Gollum and Shelob, with details of paint mixes and their application. There’s a painting guide for webbed Frodo, too, as well as hints and tips for creating gaming tiles representing the lair of Shelob, and a guide on using those to create a full battlefield. There are also guides to creating the pools of brackish water found in the Dead Marshes, and on how to turn your Gondor Mansion and Gondor Ruins kits into terrain for the Osgiliath Sewers.

Both the miniatures and journal will be available to pre-order in the coming months. Stay tuned to Warhammer Community for more news.

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Warhammer Quest: Darkwater is available to pre-order on Saturday this week. We’ve covered all the rules for you already, but who better to tell us about some of the decisions behind them than someone from Warhammer Design Studio? John was part of the team that worked on Warhammer Quest: Blackstone Fortress and Cursed City, and has played every single other edition exhaustively, so he’s well placed to wax lyrical to us about the latest reincarnation of the beloved cooperative dungeon crawler.

John: Warhammer Quest: Darkwater is the latest rendition of one of the most beloved games in Warhammer’s storied history. While more modern incarnations – Silver Tower, Shadows over Hammerhal, Blackstone Fortress, and Cursed City – all used more or less the same system with a few updates and modifications between editions, Darkwater takes a whole new approach, with a view to making the game more streamlined and accessible to new players, while still challenging and replayable enough to appeal to veterans. Here I’ll take you through some of the major changes, and talk a little bit about the intent behind their implementation.

Tiles to book

Probably the biggest and most obvious visual change to Warhammer Quest is that it uses a big, hardback, lay-flat map book that contains a series of maps to show the battlefield, rather than a set of tiles, or a progression of tiles placed during play. This promotes swift set ups, narratively themed maps, contained play areas, and even tuneable difficulties and other fun mechanics.

Swift set up

Turning to a page is the majority of the set-up time in Darkwater. This means that once you decide what path to take in the Jade Abbey (more on that later) you are up and running within a few minutes. This keeps the pace of your play sessions incredibly quick and exciting, with minimal reasons for players to get distracted and start doomscrolling on their phones while you build the board.

Themed maps

The overall story and narrative is one of the big draws of Warhammer Quest. In this edition, we wanted to be able to show off vastly different sections of a diverse environment, which the tiles of previous games limited our ability to do. Making a book of separate rooms and creating a series of completely unique areas allows us to explore Pox-Wretch shanty towns, nasty swamps, pustule-laden Mire Kelpie spawning chambers, areas with corrupted ley lines, rivulets of Aqua Ghyranis, and more besides, with no repeats. Since each of these maps is unique, each of the encounters that uses that map will look, feel, and play completely differently to encounters on other maps. Glorious!

Contained play areas

It’s probably true for most of us that gaming space is at something of a premium. Warhammer Quest: Darkwater respects this by ensuring that a full game can comfortably fit a smaller table, allowing you to play comfortably and not have the book or your cards precariously hanging off the edge. The book also lies completely flat and you can even roll dice on it – just watch out for your miniatures. It’s also nice and quick to pack up too, so when it's time to break for food, you’ll be able to scoop everything up nice and quickly, and then set it back up again once the players are fed and watered! Mildly irate loved ones trying to get a meal fixed for everyone while Warhammer dominates the kitchen table can rejoice…

Tuneable game difficulty (and other fun stuff)

You’ll discover more of this as you play, but having separate maps means it's much easier to keep track of initiative order and battle rounds, as these are all laid out on each map. There are even coded numbers on enemy turns for specific events to kick off, as well as increased, or even reduced, battle round numbers on each map. This means some encounters are much more difficult than others, and because the game is set to be easy to learn and hard to master, it is easy to slip up and lose an encounter because you weren't paying attention to the timer.

From activation dice to core abilities

We wanted to make it easier for new players to join in the games of Warhammer Quest, and to ensure that no-one would be left out of the action for too long. Enter core abilities, and a new hero character card.

The new core abilities are the fundamental set of ‘things’ a hero can do in their turn while being the resource the abilities require at the same time. Most of your turns will be using these abilities – you’ll mostly be moving around, and hitting enemies, really hard. The order you use these in is important, of course, and there is plenty of nuance and key decisions and gambles therein, but critically, the rules for how they work and the instructions you follow are on the card itself, to get you playing really quickly.

The removal of activation dice as a health pool also allowed us to decouple those mechanics and ensure that being wounded doesn’t make your character less effective, as this could often lead to an inescapable death-spiral or a 'soft-locked' game state if a hero got an unlucky defence roll. As long as your hero isn’t at death’s door, you’ll still be capable of running around, clobbering enemies, and grabbing loot.* 

Dynamic decisions 

We wanted every turn in Darkwater to provide immediate and engaging decisions for players, and the core abilities provide that in spades. As an example of this, straight away most heroes need to move, and the choice between taking cheaper random movement over fixed movement is a critical one. By moving randomly (aka trudging through the sludge and hoping you don’t trip) you will probably have a very efficient turn, and a very exciting one, if things go well. 

If you don’t fancy that risk you can simply Sprint – meaning you go only a little slower than the average equivalent expenditure in random movement (2D6 on average gets you 7 hexes, while Sprint moves you 6), but you have a guaranteed result meaning that when the chips are down you can do what needs to be done – fighting isn’t the only objective in Darkwater, sometimes you’ll need to finish an encounter in a specific hex, or perform other actions to win. Sprinting takes it out of anyone of course, which means your action economy is affected and you’ll be doing less – so you have to decide what price you’re willing to pay and, well, sometimes you just need to get lucky.

Same big story, but quicker!

One item to address on the agenda was how long it took to play through a full ‘quest’. We wanted to make sure that players could enjoy a full playthrough of Warhammer Quest without needing to commit to months or more to play through it – we’ve all got busy lives. Not only that, but we also wanted to give the hardcore questers out there a reason to keep coming back for more, month in, month out.

We opted for a swift, repeatable game structure with a metric ton of variety from playthrough to playthrough. This allows you to enjoy an entire playthrough of Warhammer Quest in a few evenings, or perhaps a single marathon weekend. To achieve this we’ve broken the story of Gelgus Pust’s inevitable(?) defeat into three acts. Each act is a self-contained story, with its own events, encounters, and boss fights. 

Encounters are a straight up fight with Nurgle’s minions, while events are the ‘in between’ bits – dice games, bets, trapped treasure chests, shrines to the gods, and so on. Encounters are much more risky, but provide more rewards, and events, while safer, don’t pay out as much and are resolved in a few minutes or less. This means if the end of the gaming evening is swiftly approaching, you can pick events over encounters to get to the end of the act more quickly – but you might not be best equipped to face the boss if you do. Finally there are also safe havens that the heroes can rest at, sacrificing loot and scavengers' rights in favour of a nice breather, and the chance to swap loot around before carrying on. A well timed rest can mean the difference between success and failure, but in the Jade Abbey, those are few and far between.**

…and we go again!

As you play through the game you’ll unlock rewards and new heroes for future playthroughs. Set items, alternative rules for heroes, and even a secret encounter await, giving you tonnes of fun across multiple tries. Not only that, but since you’ll see only a fraction of the available cards for each act and boss on each run, you’ll be discovering new abilities, events, and encounters as you play, leading to an endlessly replayable game you can enjoy time and again.

The quicker playthrough also means that losses don’t feel punishing. Anyone familiar with the ‘try that one again shall we?’ question from a fellow adventurer after a nasty defeat? Well if you are, Darkwater has two ways to resolve the occasional but dismal defeat. 

If you’re playing a campaign, you can just bin off some rewards and try again. The game even provides some healing to make sure your second try isn’t as doomed as your first was. If you’re playing a skirmish, well, you can just try again can’t you! ‘What’s a skirmish?’ you ask…? 

One and done – the skirmish

If you want to simply play a quick game of Warhammer Quest on a cold winter’s evening, you just draw an encounter card at random from any act, give players a set of random rewards to kit them out for the adventure to come, and then have a bash at beating that encounter. There’s even a points system to track how well you’ve done, enabling you to have another go (maybe with different rewards) and to try and do better. This means you have a way of enticing players into a full campaign – after all, if they enjoy the skirmish, then why not stick around for another go?

Sweet loot

No article about Warhammer Quest would be complete without referencing the loot, treasure, and swag you can swipe from defeated foes. In Darkwater, these are referred to as rewards, and boy howdy, are they important. 

Everyone likes treasure, and heroes are no different. In Warhammer Quest: Darkwater, rewards are dished out after every encounter and some events. Encounters, being generally more risky, provide more choice, but each player is generally limited to gaining just one reward at a time. This is done deliberately to ensure a gradual scaling of complexity throughout the run, meaning new players can keep up with new abilities. Learning rules one new card at a time is nice and relaxed, and a cap of four rewards means there’s never too much to remember.

As for the rewards themselves, well, there are hundreds of unique rewards. Each has different rarities, to let anyone know at a glance the rough power levels of the rewards, and they all provide something a little different to the hero in question. There are some duplicates, like the common, but ever-useful, Sip of Aqua Ghyranis or a Blackpowder Grenade, all the way up to the Crooked Dice, a fine way to finish off an enemy in a flash, or pass a vital save roll.

As you play you’ll also discover some pretty gnarly combos, and even unlock ‘set items’ for your heroes – a grouping of rewards that, if you combine all three on the correct hero, provide a powerful additional effect. Between those and the variety of heroes on offer, no two playthroughs of Darkwater will ever be the same, as you combine different rewards with different heroes and encounters into a rich tapestry of experience.

There’s much more that I could cover here, including enemy action queue design, special actions that give enemies more defined threats for the heroes to deal with (you’ll never forget when a Mire Kelpie Retches on you), boss enemies and their power-up action queues, alternative hero design, map design, unique encounters on the same map in every act, enemy action dice, overall game difficulty, and even more. Of course, I wouldn’t want to take away all the surprises, and the very best way to discover all this is to play the game!

Many thanks to John for this fantastic overview of the decisions behind the new mechanics. We can’t wait to get stuck into the Jade Abbey, face the Plague God’s minions, and grab some shiny treasures – and we’re sure you feel the same. Fortunately for us all, Warhammer Quest: Darkwater will be on pre-order from Saturday.

* You can find out more about actions, health, and more in our rules-focused adventurer’s guide article.

** What do you know? We have another adventurer’s guide focusing on encounters and the campaign, packed with more details.

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