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RULES·WHITE DWARF 300

The Tribes of Harad

December 2004·pp. 146–153

THE SHORT VERSION

Mat Ward expands Harad into merchant cities, rival coastal lords, raiders, mercenaries and remote sacred ruins rather than a single uniform army. Optional profiles give those societies different battlefield identities, while historical accounts and conversion examples explain how the new troops fit the region; the article explicitly asks players to obtain their opponent’s permission.

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Find this article in White Dwarf 300, pp. 146–153.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.