ReviewWD 424 · pp. 6–9
The boxed game is introduced through its Goliath and Escher fighters, double-sided tunnel tiles and interactive battlefield accessories. Fighter cards, unusual dice and gang tactics support individual characters, while Gang War extends the same core game onto larger scenery layouts and adds the progression, trading and injuries needed for an ongoing campaign.
NecromundaHouse Goliath
InterviewWD 424 · p. 15
Jervis Johnson and Robin Cruddace explain how established craftworld personalities were mapped onto army attributes, warlord traits and stratagems. Saim-Hann’s aggressive riders provide a worked example, while the designers discuss the difficulty of balancing an army containing very different infantry, constructs, vehicles and psychic specialists.
Warhammer 40,000Aeldari
InterviewWD 424 · p. 29
C L Werner contrasts the pragmatic, profit-driven Kharadron with more traditional duardin while discussing Overlords of the Iron Dragon. He describes the challenge of writing stories large enough for the Mortal Realms’ extraordinary environments, his attraction to morally dubious characters and his continuing interest in returning to the Skaven.
Age of SigmarKharadron Overlords