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RULES·WHITE DWARF 495

Jungle Warfare

December 2023·pp. 26–27

THE SHORT VERSION

Six jungle-event cards turn plants, predators and traps into active problems for a kill team. Brainleaf interferes with activation order, a Catachan Devil threatens unwary operatives, and hazards such as spikers, hanging creepers and ptera-squirrels punish different movements or attacks. Players can reveal hazards together or keep selections secret, and the article suggests combining them with earlier deception cards for a more treacherous operation.

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Find this article in White Dwarf 495, pp. 26–27.

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