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RULES·WHITE DWARF 313

Fighting on a Daemon World: Area Terrain

January 2006·p. 68

THE SHORT VERSION

Every area-terrain entry imposes an additional Dangerous Terrain roll and prevents regrouping. Woods can strike moving models with powerful hits, ruins lower non-daemonic Leadership and hinder escape, and water consumes models that fail Initiative tests. Armoured vehicles are handled separately where appropriate. The rules turn normally protective terrain into a calculated hazard and apply on top of whichever mission the players choose.

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Find this article in White Dwarf 313, p. 68.

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