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RULES·WHITE DWARF 352

Lizardmen in Mighty Empires

April 2009·p. 42

THE SHORT VERSION

Ancient Lizardmen begin with more established territory than other campaign forces. Four starting tiles include cities in adjacent regions. Expansion and new construction cost twice the ordinary empire points. Raids retain their normal cost, reflecting a civilisation better suited to defending old holdings than rapidly building new ones.

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Find this article in White Dwarf 352, p. 42.

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