InterviewWD 419 · pp. 36–38
Jes Bickham and Robin Cruddace explain the redesign from an intimidating accumulation of general rules to compact core mechanics and unit datasheets. Template removal, common profiles for vehicles and monsters, character auras, alternating combats and a single morale phase illustrate the approach, while open, narrative and matched play preserve different gaming styles.
Warhammer 40,000
InterviewWD 419 · pp. 116–123
The studio art team describes a shared visual vocabulary built from miniatures, writing and decades of earlier illustrations. Individual artists retain their styles while developing environments and interactions beyond what static models can show, from the Fortress of Hera to newly imagined Mortal Realms.
InterviewWD 419 · pp. 124–131
Artists discuss favourite works ranging from the decaying Emperor and Ecclesiarchal triptych to Khorne’s malicious Daemons and Nagash’s life-draining advance. Fantastical maps, a battle containing smaller individual stories and Tzeentchian figures inspired by anatomical diagrams and portrait lockets show how imagery can convey ideas as well as depict miniatures.
Warhammer 40,000Age of Sigmar