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RULES·WHITE DWARF 345

Common Raids Rules

September 2008·pp. 37–38

THE SHORT VERSION

Torch-bearing units and flaming attacks can set buildings alight, forcing occupants to endure casualties and risking collapse. Pursuing fleeing troops produces prisoners, while searching buildings creates loot markers limited by a carrier’s unit strength. Loot can be dropped, transferred or taken off the table. Watchtowers improve fire and defensive combat but remain vulnerable to fire, creating conflicting incentives to hold, plunder or destroy a building.

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Find this article in White Dwarf 345, pp. 37–38.

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