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Cities of Death

Cities of Death

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991 views84 pages

Cities of Death

Cities of Death

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Copyright
© © All Rights Reserved
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Po z SUSI Bier nae = | = Me ete CITIES OF DEATH by Andy Hoare Introduction 2 Consttuetion Tips 24 Dhenab Capitalis 54 Playing a Ciyfignt 3 Lage Buildings 26 Baile for Polia 56 Cityighting inthe 44st milennium ....4 __Omega-evel table 28” The Palace of Thoms 58 Cities of Death {6 ACittighting Army 30 Hades Hive 60 Defining Terain 8 Modeling Details $2 Terrain Summary Table 64 Using City Ruins 10 Cliyighting Strstapeme 33 Cityfight Modeling 65 Measuring & Movernent 10 Key Building stratagems ais ns q Unit Coherency & Line of Sight 11 Diy Tricks statagems 38 Rage - Tempiates & Blast Marker Weapons ..12 Armoury stratagems (Rl ena ahd Aseauits 13 Obstacles stratagems ae eae oe ‘Organising a Cityight 14 Deployment stratagems 40 Other Terrain Types 70 Building your City 17 Citfighting Missions 42. Basing Your Models a” Alpha: & Gamma-ievel ables ......18 Mission Special Rules 45. AConvertad Citfighting army R ily Ruins 20 Special Missions 48 Ork City 74 Batlelielé Detais 23 Designing New Missions 52 Imperial Cty 78 PRODUCED BY GAMES WORKSHOP CCopyriont © Games Wersthap Limited 2006, Games Workshop he Game Workshop log, Warhammer, Warhammer 40,000 Davie, 40K. GW, Gaal, Cadel dovioe, the Double Headed Imperial Eage davies, Cites of Death, Caytght, Runcus Pow, the Chaos factions, tha Chaos fection logos, AdepusAstares, Spice Nerina, Spase Marine chaptrs| Space Marine chapter logos, Ox, Vlanaghi, Or cevices, Tyran, Gonosteao Tyrand devices, Ear, Eldar devees, Nooo, Mecron doucos, Ta, Tau devices, Cacox, the nthe gfim darkness. tagine, and al assocsted marks logos, places names, coatures, races and rac msignialdevicecPogoslsymbos venice, ocacne, weapons Uns charactors, prot, shutatione ‘and images om the Warhammar wos and Warhammer 40,000 univers are ether ©, TM andlor ® Game Workshop Lid 2000-2008, variably Teglsered in he UK and other counties aroun the word, All Fights Resorved Brit Caislogung-n-PLnication Data catalogue record fortis book avaiable from the Bish Liar, Pictures are used for ilsirative purposes ony. Certain Citadel products may be dangerous if used ncorreily and Games Workshop does not recommen them fr use by chisfon under the age O16 without adult supervision, Whatever your age, be careful when Using glues, Badd! equipment and sprays and make Sure that you read and follow the jastwelions on the packaging. Prinwedin China IS0N: 1 816s 749.2 wa games workshop cor Pros ode! PERI see Mibe “INTRODUCTION ROI TTT In the nightmare tuture of the 41st millennium, armies battle one another to annihilation amid the shattered ruins of vast cities: Warriors engage In bitter close-quarters battle whilst mighty battle tanks smash through crumbling buildings, grinding bricks and enemy both beneath their treads. In a galaxy in which every planet is a bitterly contested warzone, cities make for the bloodiest of battlefields. ‘Bombed from orbit, the blasted city ruins are overrun by hordes of slavering aliens or crushed beneath the treads Cf mighty tanks. Itis the bitterest of truths that victory will only be won at brutal close quarters, by an army ruthless and determined enough to drive its enemy from every collapsed building, to root. out and eradicate every firebase, and to level every stronghold to deny even a single sniper a vantage point. The book you are holding will take your games of Warhammer 40,000 into the corpse-strewn cities of the far future. Cities of Death expands the Warhammer 40,000 game by presenting new rules, missions and much more. To get started, all you need is this book, your ‘army, a smattering of suitable terrain and a callous disregard for the lives of the warriors under your ‘command! TO THE DEATH! So then, what type of game can you expect? The restricted lines of sight in a city concentrate long-ranged fire into the few open areas. Troops hug the ruins, slowed by the difficult terrain, but afforded the benefit of Cover Saves. Desperate fire fights break out around Objectives, rapid fire weapons truly coming into their own as the attackers close on their foe. Often, the possession cf @ building comes down to a bold charge into close ‘combat, though making such an assault can be costly for the attacker, who will be striking last, unless he takes frag grenades or similar equipment. You will soon discover that cityfighting is a bloody business! CITY RUINS The main element of a ctyfight is buildings, and all of the rules presented within this book interact with them in ‘some manner, Ruined buildings affect how armies move and fight and:therefore how games are played, but you con't need a whole city’s worth to fight a battle. Youll find this book is sympathetic to the fact that not everyone has. the time, resources or the storage space to build a sprawling cityscape. This is whore Citadel's range of plastic Warhammer 40,000 buildings comes in. With these highly detailed ‘and versatile terrain kits, players can quickly and easily construct their very own ruined city. One or two of these ruins will see plenty of use in conventional games of Warhammer 40,000, but collect three or four, or combine yours with an opponent's, and you can easily stage a cityfight game. PAINTING AND MODELLING A cityfight can be fought with your existing army, without collecting an enormous amount of special terrain. Of all the possible settings for games of Warhammer 40,000, however, few offer as many hobby opportunities. Terrain is one part of this, and another is adapting the look of your armies. This book contains a wealth of information and advice on painting and modelling your terrain and. your miniatures. CITIES OF DEATH ON THE WEB For more information on Cities of Death, a wide range of articies covering everything from army-specific tactics 10 ‘advanced modelling techniques is available on the web. Log on to our website at: www.games-workshop.com PLAYING A CITYFIGHT Coe eu Ue mau eee wae follow the sequence given below. Each step is detailed fully in the chapters that follow. . CHOOSE FORCES = Ree un Pune You can use your standard army, or you might like to tailor your Cee eat ee eee Meee . AGREE MISSION LEVEL AND PLACE TERRAIN Bee Ne eee Me age ee nea CURE have available. The level also dictates the number of stratagems you ean choose (see step 5), See est unr ace . SELECT A CITYFIGHTING MISSION Se en ee ee DO eines oie The missions detail objectives, victory contions and special rules. Every mission makes use Beare . ROLL FOR TABLE QUARTERS = Det ee cee ncn aT Pong ecu . CHOOSE AND DECLARE STRATAGEMS Ben Re eT ee eee Stratagems allow armies to send troops through sewers, seed the batilefield with booby traps, Pa ee en eee men ee a ee ee a Rd ‘can be easily represented with notes, small markers, or you can convert your miniatures and Cet ee ee ee ea . DEPLOY YOUR FORCES * Place your forces according to the Ciytighting mission set-up instructions. ‘Note that the deployment order is different from the normal rules. LET BATTLE COMMENCE! = * Fight to the death amidst the! fins of the Cities of Death! THE WARRIOR WHO ACTS OUT OF HONOUR CANNOT FAIL, HIS DEATH IS HONOUR ITSELF we CITYFIGHTING IN THE 4IST MILLENNIUM Booby traps await the unwary. Ruins slow down an advance, but the cover afforded against ‘enemy fre is invaluable. “Tanks provide much needed mobile firepower, but the weaker side and rear armour is vulnerable to tank-hunting infanty, ‘Troops occupying an elevated position fre down upon ‘enemies caught in the open. Snipers pick off enemies from the highest buildings. © Deadly ambushes await ‘amidst the ruins, F Dislodging troops detending ruined buildings isa bloody business, and is only achieved at great cost tothe attacker. 8 Walkers stalk tne narrow alleyways, where other, larger Vehicles cannot pass, ® Barrage weapons rain death ‘upon their foes from the (relative) safety provided by the dense environs. 30 A command post coordinates the actions of nearby troops. CONQUER THE GALAXY, Do IT NOT FOR YOURSELF, BUT FON THE ENPEROR 5 For ten thousand years the Imperium of Man has stretched across the galaxy, conquering world upon world, settling them in the name of the Emperor. Upon every planet settled by Mankind are built vast sprawling cities, each one a metropolis teaming with Imperial citizens. Grim places at the best of times, these cities become hellish battle zones where even the sturdiest of warriors find themselves tested to their limit. THE BITTEREST OF BATTLEGROUNDS Every day the unceasing war that engulfs the galaxy swallows another hive of human life, for the value of a city within a campaign cannot be overestimated, A wise general wil go to great lengths to secure the industrial might and physical protection that a city can offer. Imperial Guard tactical doctrine dictates that cities must, bbe secured primarily for the manpower and industry that they provide. At the siege of Petrostok, General Bukhain, managed to repulse the attackers, thanks to the great tank manufactorum there. Freshly recruited conscripts hhad the rudiments of warfare and tactics explained to them as the very Leman Russ tanks they were to pilot, rumbled off of the production line. These untried soldiers then drove the newly constructed tanks just two city, blocks away to the front line, and straight into battle. ‘The armies of the Ruinous Powers vie to control cities for quite different reasons. With such a vast population, cities are perfect places for the agents of Chaos to ‘spread their seditions and tempt away the weak willed as can scarcely be comprehended by those far Below. ace Ree tr Shao meee ate cities given to the administration of Humanit inhabitant enslived to routine and proc ending monotony of their assigned chore, ost cities in the Imperium are dark, brooding places where the countless subjects of the God-Emperor eke bt eer teaetopeerty ati ey ‘grinding machines cause the hones to shudder, while blackened chimneys vomit forth thick. dark clouds of toxic smoke, blocking ovt the sun itself. Eyery citizen lives a life of perpetual service. slving away at back-breaking and mind-numbing tasks for twenty hours a diy, before dragging their exhausted. Ibbour-wracked bodies benesth their benches to snatch a few hours’ of fitful sleep. The spires of the wealthy reach high above the clouds of filth and arc filled with such opulence for and the elite live in ignorance and indifference to the suffering in the streets and factories beneath them. that might be called typical. there are others that dely the senses and beggar stretch miles into the sky. towering buttresses of battered stone and ru vast hives of human life and inhuman suffering, Others sink hundreds of metres below the world’s surface, the populace dwelling in vast caverns of rock and ice, wl ee oe et ie eee eee ea men een Supreme and the rooftops echo constantly'to the sound of a million voices raised to hymas and prayer. Hosts of pilgrims gather daly, shuffling on istered feet down dusty streets dedicated to warriors and saints long dead, the city illominated by the light of « billion votive candles, each a vin prayer to an unseen god. There cxery last round of ammunition and griin of wheat accounted for by stone-faced scribes. There, the true worth of human life is established by workers jaded by the ncver- FFor most, the cities of the Imperivg afe merciless and cruel places, where all hope is Jost and’ only mindles eee tts and unwary to their foul cause. Of course, if the Population is resistant to their lures the worshippers of the Dark Gods can stil find a use for them, as the daemonic summonation at Gathamol proved. Other armies do battle in cities for thelr own myriad reasons. Whether they seek to harvest the genetic stock of the populace, secure a strategically vital location, or to plunder the souls of their victims, Even the casualty conscious Tau find themselves reluctantly drawn into city battles in protracted campaigns. DOCTRINES OF URBAN WARFARE Because ctties are so valuable, fighting in any campaign inevitably centres around them. Defenders are swift to prepare defences, determined to hold their position. The most common offensive in any city battle is a massed attack pitching hundreds, if not thousands, of warriors towards the enemy in a desperate effort to gain ground. Such attacks, whether successful or not, are always costly Jn ives, and only a commander that has vast reserves of soldiers ~ or is patently insane — would attempt such a eee ee le others still float on vast Iakes of water, acid or one Sen treet en teeter ‘gambit. The value of such mass attacks is a matter of pinion, however; logisticians judge such things in terms. (of ground gained and so the tactic remains favoured by ‘many an unimaginative Imperial Guard officer The luxury of countless wartiors is not always available to a commander though, and sometimes a few loyal or well-trained soldiers must be counted on to turn the tide of a city battle, Few in number, such warriors cannot hope to hold ground for long periods against large numbers of enemy, and must therefore engage in daring hit and run tactics, pinpoint strikes under cover of darkness, and even daring raids launched from labyrinthine sewer networks. DEATH IN THE STREETS In a cityfight even the most fast-moving armies can be forced to abandon their usual tactics as they become bogged down in the blood soaked agony of building-to- building warfare. Key locations are seized and pressed into service as emergency field hospitals, munitions dumps and command posts by generals desperate for any advantage. Medicae staff use every available surface as triage tables while sandbags and flak boards are piled against any exposed windows or doors. Engineers brace the walls and ceilings with steel girders and lightweight support struts, enabling the occupants to weather all but the most destructive bombardments, AAs the two forces jockey for position, heavy weapons teams and battle tanks come into their own. Bulldings become corpse-sirewn shells as defenders are pounded by battle cannons and mortars. During this period of Intense fire, only those buildings buttressed with ‘additional fortifications offer any true protection and warriors cower from the fury of the enemy ordnance. Buildings that cannot be held are rigged with all manner of deadly traps, and every race has ways of denying a building to the enemy, from the crudely effective stikkbomb tripwires favoured by Ork Kommando teams to the splinter-bomb packed corpses utilised by Dark Eldar Kabals. Even battle damaged and apparently derelict buildings ‘can conceal hidden warriors, so assaull forces are sent forwards to root out all pockets of resistance. Darting from cover to cover they launch desperate attacks on the buildings. With grenades and flamers they force their way inside, blasting apart the occupants, reducing them = a to screaming casualties and charred corpses. Each staircase or hallway becomes a battleground fought over by dozens of men, until the floor is carpeted with the bodies of the fallen and the |" walls are blasted ruins. In these cramped confines warriors fight on long. aftet, their ammunition is spent. With the butts of niles a i: scavenged weapons they bludgeon their foes to deaths stabbing and hacking in a frenzy to survive. in’ suet | battles combatants are at their most base and low arid Batle lines are drawn from one street comer 10 5 | another and soldiers dart across. shell-pocked roads. No man’s land is watched over by merciless snipers waiting for the next fool to stray into thelr sights. Cityfighiing takes all the horrors of war, and magnifies them. Territory is more important, lives are cheaper and survival is all but impossible, Ina cityfight, there are various types of terrain as summarised here — each with a different effect upon the game. Players should agree before the battle begins exactly what each of their terrain pieces represents. In most games, city ruins will be the predominant type of terrain, and this is the type available as a plastic kit. ‘See the section on Building Your City for more information. INTACT BUILDINGS A few buildings in a city warzone may have escaped serious damage. If it is not possible to place your miniatures inside 4 building, it is classed as an intact building RUBBLE ‘The urban warzones of the Cities of Death are littered with piles of wreckage and twisted plasteel. Piles of rubble provide cover in otherwise open areas, but can also slow down troops and vehicles. OBSTACLES ‘A range of barriers and obstacles can be found strewn around an urban warzone, including razor wire, tank traps and hastily erected barricades. CITY RUINS City ruins represent wrecked or partially collapsed buildings, within which your warriors may move and fight. Models may be placed within them and, due to the nature of the cityfighting missions, you will do so frequently. ROADS The road network of a ruined city can be represented by specially modelled terrain. Roads allow vehicles to move ‘onto and around the table more easily. Whar ts THE TERO® OF DEATH? THAT WE DIE OUR WORK INCOMPLETE The rules for the different types of terrain are presented here, along with guidance on defining the area of a city uin. This is Important because many Cityfight missions focus on the capture of one or more city ruins. INTACT BUILDINGS + In general, intact buildings are impassable terrain. In some exceptions, both players may agree that some troops, such as Jump Infantry are able to reach an intact building's roof, or that olher areas such as gantries or platforms are accessible. * Some players might have buildings in their collection that appear intact but feature lift-off roofs allowing models to be moved around inside. How to handle this will need to be discussed before the game begins — you may well find it is easiest to use the city ruins rules. CITY RUINS * City ruins provide a 4+ Cover Save. * City ruins are dificult terrain * City ruins are area terrain, ‘though they do not have a set size (see Line of Sight on page 11). *+ Models on any level of a city ruin other than its ground level can see over any models on the ground. * Skimmers may not enter or occupy city ruins, but they may hover overhead as normal. A hovering skimmer may not disembark troops into a city ruin; troops must disembark and then enter via the ground level RUBBLE = + Rubble provides a 4+ Cover Save. + Rubble is dificult terrain, + If suitably large, a section of rubble may be classed as area terrain, its size dependent on the model in question. Players should agree this before the game begins OBSTACLES Obstacles are available as stratagems, although you can always put down a few if both players agree. Full rules are in the Stratagems section (see page 83). CITY ROADS + The effects of roads upon model's movement are described in the Vehicle Movement section of the Warhammer 40,000 rulebook. CUSTOM TERRAIN Many players have existing collectons of terrain, much of which may not easily fall under any of the above categories, or might fall under several. Such features might include landing pads, storage tanks, bridges, or mighty statues. A quick discussion before the game begins to agree on the terrain’s effects willbe time well spent itis important to agree the area of a model counted as a cy run — its Yootprint ~ as there are some specific. rules attached to the terrain type and players need to know if thei troops are inside or out ‘The best way of defining the extent of the area ‘considered a city ruin is to count the ruins outer walls as the edge of the area terrain. A line of rubble may mark the area where the walls are collapsed, (On this mode, the ruin’ footprint is clearly defined by the line of rubble on the base. CITY RUIN FOOTPRINTS A building may be mounted on a base, which can extend further than the outer walls, but this is ‘considered merely decorative from a rules standpoint, unless both players agree otherwise Ititis unclear where the edge is, both players will need to agree on just how to. determine the building's footprint. The simplest way is to imagine a line between each of its comers. Youll find a building with only three corners has a smaller footprint using this system, and agreeing on the building's exact footprint before the game begins is always worthwhile. This city ruin has no base, and its footprint is defined by the line. 10 ‘The extra height and multiple levels of city ruins may throw up a few rules questions during a Warhammer 40,000 battle, such as how unit coherency works and where templates land. The next few pages clarify these Issues. MEASURING DISTANCES Often while measuring. weapon ranges you will need to measure between two models at diferent heights. Simply measure the distance from base to base as normal, holding your tape measure ‘or range ruler at an angle as necessary. The distance is measured from base to base, even if models are on different levels, The distance between the Space Marine and the Genestealer is 11" MOVEMENT ‘Alot of vertical movement occurs during a cityight, and it is important that models do not end their move suspended in rid:ai. To avoid this, after making a Difficult Terrain rol any ‘spare’ vertical movement is disregarded — models never end their move halfway between level. Horizontal movernent is unaffected. This Space Marine's Difficult Terrain roll results in him moving one level up and 5" horizontally through the tty ruin In the case of the Citadel Warhammer 40,000 buildings, each level 3" tall, This means that if@ 1 or 2 is rolled, a model may not make any vertical movement (but ‘may stil move horizontally). a3, 4 oF 5 is rolled, the next level will be reached. Should the result of the Difficult Terrain roll be a 6, the model will be able 10 climb two levels. In this instance, the Space Marine ‘may not move vertically, but may ‘move 2" horizontally

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