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RULES·WHITE DWARF 501

Desert Warfare

June 2024·pp. 22–23

THE SHORT VERSION

Six environmental cards add hostile desert conditions to Kill Team battles. Glass storms punish exposed operatives, ambush predators attack unpredictably, unstable sand exhausts long moves, and lightning or interference weakens shooting and orders. Suggested variations use multiple cards, concealed effects or campaign-wide conditions, allowing the same small deck to serve either an even contest or a deliberately asymmetric story.

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Find this article in White Dwarf 501, pp. 22–23.

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