CampaignWD 480 · pp. 24–32
Two to four players explore a modular city above an awakening Necron tomb, revealing districts with escalating hostility and dangerous radiation. Access protocols unlock vaults and useful abilities, while early looting and final challenge battles determine campaign standings; the same framework accommodates ordinary matched games or Crusade armies with persistent rewards and scars.
Warhammer 40,000
CommunityWD 480 · pp. 40–41
The staff campaign reaches its first completed Spec Ops as familiarity with ploys and operatives improves everyone’s play. Experience also brings injuries and fatalities, especially among the vulnerable Guardsmen and disposable Bomb Squigs, while a preview of close-quarter fighting aboard the Gallowdark sets the next challenge for the five teams.
Kill TeamOrk Kommandos
CampaignWD 480 · pp. 42–43
Lyle completes Blitz but also suffers his first defeat against Matt’s Warpcoven. The report reviews useful honours, a close contest in which several Orks cling to a single wound and varied green skin recipes, with the roster and requisition ledger preserving the consequences of the campaign rather than resetting after each game.
Kill TeamOrk Kommandos5 paint colours