RulesWD 442 · pp. 132–133
A powerful retiring gang attempts to seize a ship while its accumulated enemies unite to stop it. Fighters must reach the transport and struggle with its unfamiliar controls under pressure, giving a long-lived force a final spectacular exit whose consequences matter beyond ordinary campaign rewards.
Necromunda
CampaignWD 442 · p. 144
Nick Horth’s Genestealer Cults suffer a difficult start to the studio campaign but finally take revenge on the Mechanicus. Bastion-world origins justify numerous corrupted Guardsmen, while black and red link the force to his Hive Fleet Kronos collection and make the human and alien armies parts of one story.
Warhammer 40,000Genestealer Cults
CampaignWD 524 · pp. 50–53
The escalation series reaches 1,000-point Incursion armies and explains how that extra space changes both collection-building and play. Larger infantry, vehicles and monsters become practical, while earlier games reveal weaknesses or favourite units that justify revising the original plan. Repeated encounters also generate rivalries and unlikely heroes, which the accompanying optional campaign abilities turn into short-lived benefits against the same opponent.
Warhammer 40,000