RulesWD 425 · p. 5
The magazine introduces its Christmas cards for three games: an alternative-art Healing Potion for Shadespire, a festive Blood Bowl Special Play card and twelve additions to Shadows over Hammerhal. The latter mix skills, treasures and campaign support, with instructions later in the issue distinguishing cards shuffled into decks from special rewards earned during adventures.
Warhammer QuestBlood Bowl
RulesWD 425 · p. 21
This optional ball lets Elven Union players draw on the abilities of teammates already removed from play. A carrier can temporarily borrow an eligible skill from the Dead and Injured box, or gain an unsettling presence when no such teammate is available, turning casualties into an unusual tactical resource without permanently changing the player.
Blood BowlElven Union
RulesWD 425 · p. 34
Mercenaries provide temporary help rather than becoming permanent, fully developing heroes. They cannot use destiny dice or gain normal advances, leave on the next return to the surface and generally retain their own earnings, with specific exceptions for campaign artefacts and excess gold keeping important rewards in the party’s hands.
Warhammer Quest