CampaignWD 499 · pp. 16–19
The Imperial defenders win the second Bastior phase as infighting weakens the raiders and invaders, although the remaining stage could still produce a shared result. Sam, Nyle and Wade claim the phase awards. Their relics allow shooting after advancing or falling back, provide a fast and elusive lone operative, or sharpen an infantry character’s melee weapon, while army diaries record Steve’s Tyranids and Nick’s Pallid Hand.
Warhammer 40,000Imperium
CampaignWD 524 · pp. 50–53
The escalation series reaches 1,000-point Incursion armies and explains how that extra space changes both collection-building and play. Larger infantry, vehicles and monsters become practical, while earlier games reveal weaknesses or favourite units that justify revising the original plan. Repeated encounters also generate rivalries and unlikely heroes, which the accompanying optional campaign abilities turn into short-lived benefits against the same opponent.
Warhammer 40,000
CampaignWD 523 · pp. 76–81
Surviving a floor removes current wounds but leaves the campaign’s longer-term consequences intact. Fallen challengers return with randomly determined injuries, while those who stayed alive generate upgrades that can be allocated to party members. The injury table includes impaired movement, unreliable courage and reduced attacks; upgrades improve characteristics, add critical effects or grant a ranged weapon, encouraging the group to balance damaged specialists against rising threats.
Age of SigmarDaughters of Khaine