CampaignWD 497 · pp. 12–13
The Bunker launches a three-team Crusade campaign using either Tyrannic War or Pariah Nexus. Additional rules let Combat Patrol games support the wider struggle, award campaign points for building and painting units, and prevent friendly infighting from improving a team’s standing. Individual awards for slain warlords, accumulated victory points and wins grant rare relics, giving different kinds of participation their own goals.
Warhammer 40,000
CampaignWD 497 · pp. 62–73
The heroes confront the Flesh-eater court entrenched in Ulfenkarn’s gore-choked Clot district. A level-five sidequest pauses the main campaign and begins with defending Haven’s gates before a sortie against the baron’s banners. New hostile cards and optional delusions make the court’s imaginary chivalry mechanically dangerous, while quick-start rules let a fresh party undertake the challenge without first completing a long campaign.
Warhammer QuestFlesh-eater Courts
RulesWD 497 · pp. 106–119
A veteran Sergeant leads eight Scouts selected from specialists and adaptable Warriors. Forward Scouting choices prepare traps, alarms, redeployment, reconnaissance and designated targets before the battle, while the specialists provide grapnel assaults, silent sniping and target tracking. The complete package includes Tac Ops, ploys, equipment, operative cards and narrative progression, including a route for a proven Scout to join another Astartes kill team.
Kill TeamSpace Marines