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RULES·WHITE DWARF 348

Grombrindal, the White Dwarf

December 2008·p. 44

THE SHORT VERSION

The five-hundred-point Lord can hide inside a unit until combat, then remain fighting even if his companions flee. His ancestral relics supply exceptional protection, magical resistance, reliable nearby rallying and a powerful rerolling axe. The article explains exactly when his leadership and revealed presence begin to function. A closing note requests that opponents see the rules and explicitly excludes the character from tournaments and organised events.

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Find this article in White Dwarf 348, p. 44.

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