RulesWD 480 · pp. 116–117
Multiplayer Age of Darkness rules combine allied forces into opposing armies while defining force limits, unique units and a Supreme Warlord. Shared turns and a controlled reaction allowance keep large games manageable, with guidance on reserves, assaults and Legion-specific abilities preventing additional players from multiplying every benefit without restriction.
The Horus Heresy
RulesWD 480 · pp. 118–119
Attackers and defenders contest five strategically placed objectives on Barbarus, with different values according to their position in enemy or friendly territory. Fixed reserves and a subterranean detonation at the start of the third turn create a deliberate battle rhythm, while casualties, commanders and surviving forces add secondary scoring pressures.
The Horus Heresy
Battle reportWD 524 · pp. 64–87
Grant’s improvised Astra Militarum force attempts to halt Dan’s Speedwaaagh! outside Hive Volcanus while Yarrick escapes towards Death Mire. The Armoured Gauntlet mission rewards Orks for breaking through and the defenders for destroying attackers, with objectives supplementing both sides’ scores. Additional vehicle damage rules leave many machines crippled but still obstructing the battlefield, making repeated repositioning and blocked routes central to the contest.
Warhammer 40,000Astra Militarum