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White Dwarf 514 cover

WHITE DWARF · JULY 2025

Issue 514.

Tzeentch lore and armies, Pyrofane Cult rules, Grand Cathay design and the Grand Narrative.

32 articles indexed
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CommunityWD 514 · pp. 2–7

Planet Warhammer

A reader describes the camaraderie and sense of purpose that made Space Marine 2 meaningful to him, while others share a character collage and videos of monthly Bunker missions. A conversion question is answered by tracing Connor’s Chaos Lord back to its original kit and explaining the Varanguard shield, helmet and altered weapon. The gallery ranges from the Dread Pageant to a Scythes of the Emperor Dreadnought, mixing hobby inspiration with practical identification help.

Warhammer 40,000Age of Sigmar
ShowcaseWD 514 · pp. 4–5

The Creature Feature

A studio challenge gives overlooked companion creatures a 35mm plinth and a small story of their own. Owen, Rowan, Ant and Kieran turn rats, gargoylians, a servo-skull, a rocket-driven squig and graveyard animals into independent vignettes. Composition does much of the work: a tiny nest gets a deliberately small “puddle” base, a Nurgling is crushed under a Drop Pod door, and a sculpted strand of kelp makes an ethershark appear to swim.

Warhammer 40,000Age of Sigmar10 paint colours
PaintingWD 514 · p. 6

Model(s) of the Month: Chaos Terminators

Philipp Höppner treats his Word Bearers as a long-term project informed by reading their fiction. His Terminators begin with dark red armour and silver trim, both subdued by two black washes before thin red layers and progressively warmer edge highlights restore definition. A separate flesh recipe turns their flayed tabards into a disturbing counterpoint to the hard armour, with further additions already planned for the army.

Warhammer 40,000Chaos Space Marines10 paint colours
LoreWD 514 · pp. 8–11

Worlds of Warhammer: Unleashing the Dark Gods of Chaos

Phil and Andy identify the Chaos Gods as the common thread linking Warhammer’s otherwise different settings. They contrast the emotional powers of the Warp, mortal corruption and the Great Game with the gods’ lighter role in Blood Bowl, then examine ambitious figures such as the Great Horned Rat, Hashut and Vashtorr. The discussion explains why the same broad antagonists can generate threats at every scale, from an underhive cult to realities consumed by daemonic war.

Warhammer 40,000Age of SigmarChaos
ModellingWD 514 · pp. 12–15

Hobby Hangout: Battlefield Legacies

Dan turns memorable games into lasting marks on the models that fought them. Purity seals reward Blood Angel deeds, tiny scratches record deaths, campaign transfers distinguish veteran Mechanicus units, and kill markings build a history on Imperial tanks. He also follows Ratticus Klaue through successive Skaven incarnations and promotes surviving T’au warriors into new battlesuit models after repeated games. Each method keeps bookkeeping simple enough to become a habit.

Warhammer 40,000Age of Sigmar2 paint colours
LoreWD 514 · pp. 16–23

Notes on the Great Conspirator

Forbidden writings in the Grey Knights’ keeping describe Tzeentch through his worshippers, servants and mechanisms of influence. Reports warn of Magnus’s expanding schemes, explain the Rubric Marines’ dependence on their sorcerers and describe the dangerous Speculum Infernus used to trace the Daemon Primarch. Other passages connect human ambition to corruption, distinguish Horrors, Flamers, Screamers and Lords of Change, and record the avian mutations of Tzeentchian Beastmen.

Warhammer 40,000Grey Knights
LoreWD 514 · pp. 24–27

Prisms of Perception

Psykers’ equipment offers ways to focus power, defend against it and interpret its messages, while never making contact with the Warp safe. Force weapons, witchblades, staves and psychic hoods translate esoteric energy into battlefield tools; Grimnyr barrier technology and CORVs provide a different technological framework, and Ork Weirdboy staves release accumulated Waaagh! force. Divination closes the survey with the Emperor’s Tarot and Aeldari rune casting, whose answers remain vulnerable to uncertainty and deception.

Warhammer 40,000Thousand Sons
RulesWD 514 · pp. 28–35

Warptongue’s Hex-pact

Madrax Warptongue leads Rubric Marines, Flamers and two Screamer units in a Thousand Sons patrol built around mortal-daemonic cooperation. Psychic tests can be pushed for stronger totals at the risk of mortal wounds, and the restricted rituals support accuracy or an extra move. Alternative enhancements favour precision killing or ghostly mobility. The default secondary requires Marines and daemons to curse objectives together, while the alternative targets a particularly durable enemy; stratagems add retaliatory damage, stronger melee and a way to strip unoccupied secured objectives.

Warhammer 40,000Thousand Sons
RulesWD 514 · pp. 36–37

Aspects of War: Warping Realities

Warping Realities gives both players access to a shared pool of dice representing Tzeentch’s influence. Only the currently Favoured player may spend one, and doing so passes that status to the opponent; declining to spend adds a die before favour changes hands. The six results enable effects such as passing through obstacles, shooting into an allied combat, removing terrain visibility restrictions, resisting fire or returning a unit to reserves. Extra guidance adapts the same exchange to multiplayer Cauldron of War games.

Warhammer 40,000
LoreWD 514 · pp. 38–43

Fate & Feculence

Tzeentch’s appetite for possibility makes Nurgle’s recurring cycle of death and decay his most hated opposition. Their rivalry consumes landscapes in the Realm of Chaos and mortal territories in Ghyran and Chamon, where mutation, disease and competing cults reshape the war. A selection of conflicts shows the Changeling undermining Nurgle from within and Tzeentch allying with the Great Horned Rat when the War of Life turns against him.

Age of SigmarDisciples of Tzeentch
LoreWD 514 · pp. 44–45

The Gaunt Summoners

Nine daemon-sorcerers stand near the top of Tzeentch’s shifting hierarchy, yet all are bound to Archaon after he learns their true names with the Change God’s hidden assistance. Profiles distinguish the name-master Watcher King, the mind-controlling Thief of Wits and the unusually willing servant known as the Tyrant of Eyes. The disgraced Eater of Tomes shows how even a failed scheme that benefits Tzeentch can bring severe punishment before eventual restoration.

Age of SigmarDisciples of Tzeentch
RulesWD 514 · pp. 46–51

The Fires of Change: Pyrofane Cult

The Pyrofane Cult lets Tzeentch’s hidden followers rise from within a city’s own ranks, combining Arcanite cultists and sorcerers with corrupted Freeguild infantry and artillery. Shooting can ignite terrain into Wyrdpyres, Acolytes can turn objectives into fires, and escalating numbers of blazes inflict mortal damage while empowering surviving cult units. Hidden wizards emerge from friendly infantry, and bespoke spells, a protective trait and a flame-travelling artefact support the army’s ambush and spreading-inferno theme.

Age of SigmarDisciples of Tzeentch
TacticsWD 514 · pp. 52–55

Basic Training: The Shooting Phase

Matt explains how shooting order, range and timing turn ranged attacks into more than a source of damage. Short-ranged or restricted units should act before flexible ones, cover and command modifiers must be judged separately, and shooting into a fight can free a valuable unit for a new charge. Covering Fire, target-marking buffs and movement or wound debuffs create opportunities in the opponent’s turn, while excessive casualties can unexpectedly lengthen a planned charge. The article ends with a Freeguild objective puzzle against Skaven.

Age of Sigmar
ShowcaseWD 514 · pp. 56–67

Heralds of Tzeentch

This gallery collects very different interpretations of Tzeentch, from fluorescent Thousand Sons and Ahriman’s Prodigal Sons to a mutated Arcanite cabal, a grotesque Silver Tower household and metallic-red Heresy veterans. Contributor notes pair the individual collections with recipes and conversion choices. Reader models extend the theme through Ephilim’s warband, a diorama and a War Dog, while Louise Sugden closes the feature with exuberant winged beasts.

Warhammer 40,000Age of SigmarThousand Sons
PaintingWD 514 · pp. 56–57

The Prism Conspiracy

Matt aims for the studio’s blue-green Thousand Sons armour using airbrushed Contrast paints. Fluorescent colour originally sprayed onto the bases begins as a shortcut, but its apparent glow becomes an army motif and ultimately covers much of the Heldrake. Recipes pair turquoise armour with yellow-built non-metallic trim, magenta cloth and green fire, producing a highly saturated force where supernatural light seems to spill across both models and ground.

Warhammer 40,000Thousand Sons12 paint colours
PaintingWD 514 · pp. 58–59

The Veilborn Cabal

Steve builds his Tzeentch force around largely unconverted Kairic Acolytes, then gives its centrepieces much more dramatic mutations. A Mega-Gargant merged with a Mutalith appears to have consumed the magic opening a vortex in its stomach, while a Void Dragon conversion materialises from a pile of books. The skin method starts with brown and a pale zenithal layer, then varies thinned flesh shades; repeated blue and red recipes and glossy armour unify the eclectic models.

Age of SigmarDisciples of Tzeentch15 paint colours
PaintingWD 514 · pp. 60–61

The Prodigal Sons

Matt’s Ahriman-themed warband predates the later dedicated Thousand Sons blues, leaving its armour darker and greener than the conventional scheme. A Warpcoven team has expanded into a full Rubric squad and accompanying sorcerers, with Magnus included as a prized painting project. Pink cloth and mutated flesh repeat his favourite colour across the force, while contrasting orange and green fire make the psychic effects readable against the turquoise armour.

Warhammer 40,000Thousand Sons20 paint colours
PaintingWD 514 · pp. 62–63

The Unknowable Tower

Laura imagines a Silver Tower’s servants as former adventurers transformed into a grotesque parody of high society. Tzaangors carry disturbing dinner plates from Glutos Orscollion, a larger footman blends Slaangor and Skyfire components, and a converted Gal Vorbak becomes the Magister. Blue flesh shaded with purple and bright gold support a deliberately extravagant fairy-tale palette, balancing the household’s colourful surfaces with its unpleasant premise.

Age of SigmarDisciples of Tzeentch9 paint colours
PaintingWD 514 · pp. 62–63

The Cabal of Seven Scorpions

Les’s fascination with the Thousand Sons’ Heresy background leads to a force in luminous metallic red and prominent white shoulder armour. Silver sprayed over a darker metal is tinted with Angron Red Clear, while airbrushed white keeps the pauldron surfaces smooth. A Centurion converted from Tybalt Marr, with a Legion sword and Librarian Consul head, anchors an army that retains its Legion-era identity through both heraldry and carefully chosen parts.

The Horus HeresyThousand Sons6 paint colours
ModellingWD 514 · pp. 66–67

Tzeentchian Beasties

Louise Sugden pushes Tzeentchian kitbashing through a winged Mindstealer Sphiranx and a centaur-like Necrosphinx used as a Daemon Prince. A Flamespyre Phoenix provides wings and a head, while Treelord, Burning Chariot and Tomb Kings parts create a coherent magical silhouette. She picks out Skaven tails as useful tentacles, illustrating how components far removed from their original factions can become convincing elements of a colourful creature of change.

Age of SigmarDisciples of Tzeentch
CommunityWD 514 · pp. 68–81

Tales from the Grand Narrative

Dan attends the 2024 Grand Narrative with Lyle and discovers how themed rooms, in-character staff and changing missions turn a sequence of games into a shared campaign. His Stygies VIII force joins Battlegroup 5, and a private goal to recover an artefact gives his Tech-Priest a continuing story through battles against Orks, daemons, Aeldari, Death Guard, Ynnari and Genestealer Cults. Social encounters, visual jokes and generous opponents matter as much as the results.

Warhammer 40,000Adeptus Mechanicus
ShowcaseWD 514 · pp. 72–73

The Chroniclers of Odyssey

Lyle’s Tome Keepers collection draws on years of linked Crusade campaigns and the Chapter’s published background. Elements of the 1st, 3rd and 10th Companies accompany Captain Nasiem bal Tergu, with other characters based on earlier Index Astartes material. The Grand Narrative offers another chapter in their history, and new Phobos recruits wear black to honour warriors lost on Samarkis. The showcase makes a large army’s expansion part of its remembered service.

Warhammer 40,000Space Marines
ShowcaseWD 514 · pp. 74–75

Stygies VIII Hyperion Congregation

Dan’s Mechanicus collection grows from an early fascination with Inquisitor’s Xenartie Tech-Priest Hieronomus Tezla and Stygies VIII’s forbidden interest in alien technology. For the Grand Narrative, Hyperion seeks ancient knowledge associated with the Ideographicus archive, while rivalry with Datasmith Galenos gives the force a smaller internal story. Photographs introduce the leaders and support units behind the event report, including the new Skitarii Marshal Jaxxik Fena.

Warhammer 40,000Adeptus Mechanicus
ShowcaseWD 514 · pp. 82–89

The Falling Blossom

Tom Taylor Bigg’s Grand Narrative judges’ choice army grows from a Harlequin kill team into a broader Ynnari collection. Cherry blossom, inspired by Japanese art and the beauty of transience, becomes the visual thread linking varied warbands and organic freehand designs. Crusade-developed characters encourage extensive cross-faction kitbashing, from the opposing light and dark leaders of the masque to the paired figures used as Yvraine’s emissaries and the Visarch.

Warhammer 40,000Aeldari
PaintingWD 514 · p. 88

Painting Harlequins

Tom builds translucent pale holo-suits over a grey undercoat and black wash, using medium throughout the highlights so the white develops depth. The same palette is drybrushed on vehicles before smoothing glazes, creating a quiet field for red-and-white cherry blossoms and brown branches. Wraith constructs instead retain muted blue-green colour and finish in Pallid Wych Flesh, suggesting age and bleaching without the intensity of pure white.

Warhammer 40,000Harlequins13 paint colours
InterviewWD 514 · pp. 90–103

Designers’ Notes: Grand Cathay

Writers and designers explain how scattered references to Cathay became a coherent faction with a new army and miniature range. Xen Yang’s ancient Dragon rule supports themes of harmony, standing professional armies and campaigns beyond the empire. The rules discussion covers reliable Jade infantry and cavalry, the influence of Yin and Yang, Shugengan magic, artillery, Sentinels, flying lanterns and Miao Ying’s changing forms, presenting a force whose coordinated elements express its setting.

Warhammer: The Old WorldGrand Cathay
FictionWD 514 · pp. 104–113

The Trials of Albarak: A Debt of Souls

A dying Kharadron messenger brings news of an Idoneth attack and a mysterious duardin rune. Beratak takes Albarak to Excelsis, where their appeal overcomes the admirals’ suspicion and secures passage to the ruined prospecting platform Tralhafn. Rescue reveals survivors stripped of their souls and a Dhom Hain weapon combining a talunhook with a stolen duardin spearhead. Recognising an ambush around the lost submersible, Albarak volunteers to draw the hunters out in an experimental diving suit.

Age of SigmarDispossessed
CommunityWD 514 · pp. 114–115

Access Granted!

The Bunker launches a two-month Underworlds league that rewards wins, draws and participation, with bonuses for new opponents and defeating higher-ranked players. Clubs are encouraged to adapt the format, perhaps counting only each player’s best weekly game or rewarding painted warbands. The recurring rank tracker and painting calendar accompany a Rank and File challenge. The article begins on verified printed page 114, despite an incorrect 108 reference in the contents inset.

Warhammer Underworlds
CommunityWD 514 · pp. 116–119

The Warhammer Underworlds League

Studio players commit to one warband and one Rivals deck for an open league of self-arranged matches. Early games see Jaws of Itzl narrowly beat Grandfather’s Gardeners, while Nyle’s Grymwatch and Harry’s Zarbag’s Gitz climb the table and Matt’s red Seraphon overpower Dan’s Kainan’s Reapers. Halfway deck statistics show Reckless Fury and Countdown to Cataclysm especially popular, with a single successful Edge of the Knife outing offering a playful caution about tiny samples.

Warhammer Underworlds32 paint colours
ShowcaseWD 514 · pp. 120–123

Satellite Uplink: Rank and File

Rank-and-file miniatures take centre stage through Carcharodons and Dark Angels Intercessors, Chainrasps and the studio’s own squads. Paolo’s Navy Breachers borrow scarred Blooded and Sororitas heads for an action-film character, Israel paints converted Plague Marines rapidly with Contrast and fluorescent rust, and Phil blends Brute components into his Skrappa Spill Ardboyz. The selection demonstrates how ordinary troops can retain individuality while reading as coherent units.

Warhammer 40,000Age of SigmarSpace Marines
CommunityWD 514 · pp. 124–125

Bunker Bingo

Lyle’s clear-plastic Warriors of the Dead receive a quick grey-and-white drybrush treatment, while a changing-objective mission pits his Tome Keepers against Matt’s Word Bearers. Ben answers an earlier defeat by adding an Abominant to his Genestealer Cult, and Matt returns to the Shadowspear set to paint a Phobos Librarian. The grids and desk notes track ongoing projects, moves, holidays and the small achievements that keep hobby activity progressing.

Warhammer 40,000Middle-earth Strategy Battle Game6 paint colours
TacticsWD 514 · p. 126

Orders, Sir? The Answers!

The solution to the Freeguild shooting puzzle preserves a reachable charge while reducing the Brood Terror’s strength. The Fusil-Major shoots the Clanrats without being able to wipe out their entire screen, the Fusiliers damage the monster, and the Cavaliers charge the surviving rats before piling towards it. The alternatives illustrate why removing a screen too early or relying on a longer charge can lose the objective despite apparently sensible target selection.

Age of SigmarCities of Sigmar