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RULES·WHITE DWARF 309

The Final Hours

September 2005·p. 105

THE SHORT VERSION

The last guerrillas on a doomed world try to place a teleport beacon in a digestion pool so an elite force can reach the heart of a bio-ship. Ten separate Ripper bases act as sentries, remaining in play after the alarm while accelerated Tyranid reserves arrive from random corners. The beacon can change hands but must remain at the pool through the next Tyranid turn to win, making stealth, timing and a final defended position essential.

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Find this article in White Dwarf 309, p. 105.

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