PaintingWD 488 · p. 5
The studio translates the palette of an older Iyanden Farseer into the contemporary Citadel range. Separate recipes distinguish neutral black cloth from colder blue-highlighted black armour, while brown shading keeps yellow areas warm. Pale crystalline blades progress through blue-green shading to sharp white highlights, preserving the model’s striking contrast without claiming these were the original historical paints.
Warhammer 40,000Aeldari15 paint colours
CampaignWD 488 · pp. 8–11
Leila Craven draws on organising a campaign for more than three hundred players to explain long-distance shared storytelling. Teams, capped submissions and manageable rounds let games, painting, fiction and art contribute without an early runaway winner. A common setting and broad motives create coherence, while narrative updates acknowledge army actions without taking control of other players’ characters. Plot-hook tables offer starting conflicts for either setting.
Age of SigmarWarhammer 40,000
RulesWD 488 · pp. 14–17
Duncan Waugh explains how early first-person-shooter levels informed Boarding Actions map design. Layouts should capture a setting’s feel while posing varied tactical problems, with movement flow revealing how doors and corners change the effective distance between positions. Meaningful alternative routes, purposeful focal points and testing the first three turns from every entry zone help prevent dead areas or funnels that remove player agency.
Warhammer 40,000