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RULES·WHITE DWARF 294

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.

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