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RULES·WHITE DWARF 310

Jumping Obstacles

October 2005·pp. 34–35

THE SHORT VERSION

The new ledges provide a practical way to add full movement rules to starter games. Obstacles are judged against the model’s own height, with a test determining whether it stumbles, crosses slowly or keeps moving; taller obstacles penalize the roll. The guide distinguishes jumping down, Goblins’ Cave Dweller advantage and elevated fighting, while discouraging models from climbing pillars imagined to reach the ceiling.

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Find this article in White Dwarf 310, pp. 34–35.

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