CampaignWD 485 · pp. 22–27
This instalment adds Warcry to the Great Stomp’s achievement-and-territory campaign. A warband can accompany an Age of Sigmar army of the same Grand Alliance or use the system independently, earning points to seize or pillage locations. Territories receive distinct skirmish effects, from reserve disruption and healing to movement and protection, and only two apply per battle. Guidance integrates the extra layer with ordinary reputation, glory and aftermath bookkeeping.
WarcryAge of Sigmar
CampaignWD 485 · pp. 38–41
Sam Pearson contrasts a broad multiplayer setting with the closer evolving story of two armies in a short campaign. A bridge battle can lead to pursuit, ambush or rescue as players interpret unexpected events. A sample branching campaign provides structure, while selected Path to Glory rewards or Anvil-generated heroes add progression without importing a full long-term system. He recommends few games and a decisive final battle.
Age of Sigmar
ShowcaseWD 485 · pp. 128–129
Rich Dansie roots his Helot Cult in anonymous hive workers. A cache of sinister scrap becomes material for masks distributed by a persuasive preacher, apparently celebrating the workers’ facelessness. The masks instead whisper and override their will. Named cult figures, a Spawn and a vehicle develop that shared premise into a gang with an unresolved dark purpose.
NecromundaHelot Chaos Cults