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RULES·WHITE DWARF 306

Escape from Granica IV

June 2005·p. 32

THE SHORT VERSION

This six-turn mission places an Inquisitor’s Chimera and waiting shuttle 56 inches apart in the defender’s zone. The Imperial player must reach the shuttle and can earn a greater victory by preserving more than half the army’s value. The attacker wins by stopping the Inquisitor or eliminating all other infantry, and achieves the strongest result by doing both. Alternating deployment, Infiltrate and Deep Strike force both sides to balance the escape route against the wider battle.

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Find this article in White Dwarf 306, p. 32.

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