CommunityWD 486 · pp. 4–9
Readers describe a reunion through a casual Kill Team tournament and the solace of commemorating family in their collections. Questions cover the permanent interaction of Salamanders gene-seed with Nocturne’s radiation and why the Mortal Realms resist a complete map. Painted reader models accompany these conversations, while the practical answers range from intensely orange bases to a narrative Necron conversion.
Warhammer 40,000Age of Sigmar
RulesWD 486 · pp. 28–33
Moving conveyor belts turn Boarding Actions into a hazardous industrial battlefield. At each round’s end, units and cover are carried along the tiles; straddling squads must risk jumping on or off, and troops pushed out of the battlefield suffer damage before returning to reserves. Supplementary terrain rules treat containers as walls and pipes as impediments, while the Manufactorum Mayhem sequence explains deployment, squad splitting, reserves and scoring for the six missions.
Warhammer 40,000
RulesWD 486 · pp. 34–35
Both patrols fight for military supplies around a conveyor moving two tiles each round. Progressive scoring rewards holding multiple objectives and out-controlling the opponent, but designated prime caches offer a substantial final bonus. The rotated board and moving obstructions complicate the choice between keeping a scoring position and using the belt to reach more valuable ground.
Warhammer 40,000