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RULES·WHITE DWARF 311

Flayerkin

November 2005·p. 116

THE SHORT VERSION

Human, rat and iron are fused into clawed scouts capable of killing and climbing fortifications. Skirmishing and Killing Blow make them dangerous raiders, while Human Chains allows other infantry to follow walls that enough Flayerkin have already scaled. Ignoring the defended-obstacle penalty gives them a dedicated role in assaulting strongpoints, turning their mutilated bodies into both weapons and climbing equipment.

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Find this article in White Dwarf 311, p. 116.

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