For this game, I’ll be using the concept outlined in this post .
The first wargame I’m trying out solo is Rangers of Shadow Deep (ROSD) by Joseph A. McCullough, the creator of Frostgrave, Stargrave, and Oathmark. I played Frostgrave 1st Edition years ago and had a great time with it. I came across ROSD back in 2018 and was immediately intrigued, but I didn’t actually pick it up until Modiphius released the deluxe edition. I finally got my hands on it—and, well, it’s been sitting on my shelf ever since… until now.

The first thing I did was dig out some models I’ve been wanting to use but never found a reason to. My Ranger will be represented by a Stormcast Eternal Liberator I got ages ago when Age of Sigmar first dropped. Looking at the model, I felt inspired to make some changes to the official lore and craft something that suited the kind of game I wanted to play. When building the backstory, I imagined two sides to the Rangers: a noble, public-facing front and a secretive, behind-the-scenes force—something inspired by real-world espionage agencies and elite military units.

House Rules & Adjustments
All my starting characters are locked in, forming a fellowship that sticks together through thick and thin. The bond they share is key to the campaign’s tone. During character creation, I can take multiple copies of a follower class—if I have the recruitment points for it—but once the game begins, things change.
If a follower dies during a mission, that class becomes unavailable for the rest of the campaign. I can’t recruit another of that type, no matter what. I can only recruit a new follower after the mission is complete, and it must be a different class. If my Ranger falls in battle, one of the remaining followers will be promoted to Ranger for the next mission.
Here’s an example: let’s say I start with two knights. If one dies during a scenario, I can’t replace them mid-mission. After the mission ends, I can recruit a new follower—but it can’t be a knight (except the surviving one I already had). This rule is meant to reinforce the idea of loss having weight, and each character’s survival feeling meaningful.
The second big change is tonal. Since I’m using a Stormcast model, I wanted to crank up the menace of the Shadow Deep. In this version of the world, the only reason the Ranger and their companions can survive is because they are extraordinary—larger-than-life heroes, powerful enough to face these horrors head-on. This justifies some flair—think flashier spell effects and a more cinematic approach to combat.
Lastly, most of my terrain and minis are sci-fi-themed. So, I decided to reimagine the world of Alledore as a futuristic sci-fi setting, scattered with remnants of lost civilizations—kind of like Numenera meets Rangers of Shadow Deep.

Custom Lore
The Rangers of Alledore are the kingdom’s elite defenders—warriors with two distinct faces.
The first are the Wardens: regal, stoic champions who face threats head-on. Clad in ancient golden armor passed down through generations, their presence alone inspires hope. The armor itself is a relic of a forgotten age, and the secret to forging new sets has long been lost. Each suit is priceless, and if a Warden falls, recovering their armor becomes a top priority—even if it means mounting a dangerous recovery mission.
The second are the Veilwalkers: Rangers who operate in the shadows. Despite the name, there’s no dark sorcery here—just mastery in the arts of stealth, infiltration, and intelligence gathering. Their skills are vital in navigating the Shadow Deep, where brute force alone isn’t enough. Veilwalkers slip behind enemy lines, uncover threats before they strike, and bring back information that could turn the tide of war.
Together, the Wardens and Veilwalkers represent two halves of the same blade—one shining in the sun, the other hidden in shadow, both ready to defend the realm.
The character sheet for the Ranger and his companions can be found here . It’ll be updated as the campaign unfolds and their story takes shape.