River Assault Rules
June 2004·pp. 126–128
THE SHORT VERSION
Matthew Ward turns deep water into a playable battlefield through rules for drift, boats and swimming. Crew numbers influence control and speed, while collisions and attacks can damage or sink a vessel. Embarking, disembarking and armour-dependent swimming tests make a crossing risky even before enemy interference. The supplement is designed for small boats and rafts rather than large warships, with terrain conditions agreed before play.
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Find this article in White Dwarf 294, pp. 126–128.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.