RulesWD 508 · pp. 32–35
The campaign finale makes five fortifications the focus of a race against the Petrifex advance. Attackers can seize positions and bring destroyed units back through them, while defenders use secure outposts for magical gunfire and arriving reinforcements. Scoring balances held defences, destroyed constructs and an Ossiarch breakthrough to the city walls; faction-specific underdog twists keep both sides in contention.
Age of SigmarOssiarch Bonereapers
RulesWD 508 · pp. 64–77
Two new patrols contrast elite human firepower with outcast Necron hunters. Strike Platoon Gorgonne VI brings a command squad, two Scion units and a Taurox Prime, balancing concentrated shooting with the need to preserve fragile troops. Mindflenser’s Murder Court uses a Psychomancer, Immortals, Flayed Ones and Ophydian Destroyers to provoke Battle-shock, threaten objectives and strike from unexpected positions.
Warhammer 40,000Astra Militarum
RulesWD 508 · pp. 66–71
Kreeth commands twenty Scions and a missile-armed Taurox Prime. Simplified orders improve aim, cover or objective duty, and the commander chooses between stealth and close-range shooting enhancements. The rules support sticky objectives, rapid infantry movement and return fire from casualties, while secondary choices reward an established territorial cordon or clearing enemies from objectives.
Warhammer 40,000Astra Militarum