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RULES·WHITE DWARF 305

New Locations

May 2005·pp. 24–26

THE SHORT VERSION

Distinctive sites make the campaign’s geography matter: temples hold extra treasure, sacred pyramids grant spells and monoliths exchange wealth for strategic energy. More dangerous places bring darkness, lightning or intensified encounters, so armies must weigh rich rewards against environmental disadvantages and the particular scenario each territory can generate.

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Find this article in White Dwarf 305, pp. 24–26.

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