RulesWD 501 · pp. 18–19
A cyclonic impact drives dust clouds across one of three battlefield sectors every round. Concealed units gain protection from distant fire but their own shooting and movement are constrained, and a central storm can block fire between the flanks entirely. Players must secure several evacuation relays while preserving their troops for a final survival award.
Warhammer 40,000
RulesWD 501 · pp. 20–21
Six to twelve players each command a single inexpensive hero in a fast team contest. Limited allegiance choices keep the rules manageable, slain heroes return from their team’s corners, and the trailing side receives combat and charge bonuses. With no fixed turn limit, the struggle continues until one side accumulates enough objective points, keeping every player involved despite repeated deaths.
Age of Sigmar
RulesWD 501 · pp. 22–23
Six environmental cards add hostile desert conditions to Kill Team battles. Glass storms punish exposed operatives, ambush predators attack unpredictably, unstable sand exhausts long moves, and lightning or interference weakens shooting and orders. Suggested variations use multiple cards, concealed effects or campaign-wide conditions, allowing the same small deck to serve either an even contest or a deliberately asymmetric story.
Kill Team