RulesWD 500 · pp. 18–19
Both armies escort a weaponised payload toward the enemy’s battlefield edge, moving their objective markers with nearby units. The closest successful delivery earns a large final award, while other escorted markers score according to how deeply they have penetrated opposing territory. Units must therefore protect their own cargo while disrupting an advance whose exact purpose can be tailored to the players’ story.
Warhammer 40,000
RulesWD 500 · pp. 20–21
The historical siege recreates the Anvils of the Heldenhammer’s defence of Glymmsforge against the Legion of Grief. The attacker needs to breach a wall or the gate before the battle ends, while defenders can sacrifice a unit’s normal activities to strengthen a section. The gate’s lower durability makes it an obvious target, but committing troops to fortification leaves them less protected and unable to fight normally.
Age of SigmarStormcast Eternals
RulesWD 500 · pp. 22–23
Each Grand Alliance receives a divine intervention card shuffled into the lower part of its power deck. Drawing it pauses the game and permits glory to be spent on several thematic effects, with a discount for the player currently behind. Healing, inspiration, movement and offensive disruption give a sudden godly reprieve without requiring the gods themselves to appear as fighters.
Warhammer Underworlds