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RULES·WHITE DWARF 361

Shadows Slinking in the Night

January 2010·p. 34

THE SHORT VERSION

Clan Eshin infiltrators emerge through sewer entrances into a patrolled Empire town, with separate missions against wells, officials, garrisons and magical targets. Assassins and runners must reach their objectives before the alarm exposes them, while opportunities for sabotage and murder can alter the original plan. The proposal deliberately mixes the scale of a wargame with the stealth and individual objectives associated with smaller narrative games.

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Find this article in White Dwarf 361, p. 34.

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