RulesWD 497 · pp. 16–17
Every unit can shoot and charge after falling back, making the mission a fluid contest rather than a struggle to lock opponents in place. Each player nominates a Prime objective every round, and choosing the same site doubles its value. Destroying enemies around these priorities can generate command points, but control of the wider battlefield still earns a separate reward.
Warhammer 40,000
RulesWD 497 · pp. 18–19
An attacker searches a defended stronghold for a hidden treasure while the defender secretly assigns different goods to four stashes. Investigating may reveal the prize, concealing fog, healing unguents or an explosive store of blastwood. The winner is whoever holds the discovered treasure after five rounds; if it remains hidden, the defender’s protection has succeeded. The plan can accompany issue 496’s siege pack or stand alone.
Age of Sigmar
RulesWD 497 · pp. 20–23
This alternative Underworlds format removes the decks and power step, replacing card objectives with shared rewards for territory, surviving fighters and enemy casualties. Fighters on objectives gain new actions for aiming, increasing damage, digging in, healing or inspiring, while a follow-up reaction sustains close combat pressure. A short league framework includes catch-up options so newcomers or less frequent players can remain involved.
Warhammer Underworlds