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    C i t i e s o f D e a thCities or Death is anSO-page Expansionfor Warhammer40,000. Containingrules, stratagems andscenarios for playingdtyfight.ing games il lurban environments, it'sa great way to expandyour Warhammer 40,000experience. The book isal 0 packed with hobbyideas for you to try outon your miniatures andscenery and plenty ofstories and background10 whet your appetite.

    C ities of Death is an Expansion forWarhammer 40,000 that enableplayers to unleash th ir armie into thebloody and brutal streets of a city engulfedby war. It enables players to experience thethrill of battling in the tight confines of a cityin the 41 5 1 ' mi Ilenniurn, presenti ng a wea Ithof tactical opportunities.This month the Studio is publishingan FAQ and Errata.document for Cities ofDeath that brings the veteran expansion forWarhammer 40,000 bang up to date. Forthe guys over in our games developmentteam how ver, it wasn't nough just topoli h up the rulesnd make sure theywere consistent for the current edition ofWarhammer 40,000 - they also felt theneed to delve into the rules and cook upsome new scenarios for you r games and

    82 WHITE DWARF C IT IES O F D EATH

    some race-specific str tagems to unleashonto the battlefield. To I ad the charge, wehand over to games developer Adam Trokea explain more.Adam: Since Cities of Death was firstreleased it has provided a wealth of greatopportunities to p.lay games of Warhammer40,000 within a tense urban-warfareenvironment. That's something that singsto the soul of anyone with a love of thebackground - many of the greatest andmost exciting battles throughout the historyof Warhammer 40,000 h ve been foughtthrough the blood-soaked streets of theCities of Death, from the engagements inIhebloody streets of Armageddon's hives duringGhazghkuWs various invasions to the denseurban warfare during the final stagesofthe

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    War. Whenever I get the chance togame within that context, it feels asit has the potential to be somethinginary. Epic in scope andi g in execution.

    Thejoy of it comes from the interaction,only with your opponent, but alsothe terrain. As you move your modelscramped streets, through rubble-n ruins and across narrow gantries,

    ourmagination is drawn into the story ofgame.Tactics are different too - anmyhat dominates through long-rangerepowermight well find itself taxed amidsteburgeoning cover. Likewise, an assaultrcemay struggle to navigate the denselyveredbattlefield. It makes us play ourmesifferently, think about our forces indifferentway and gives our games a newsef life.So,what we've done here is revisit theulesor Cities of Death - a simple thingallyhat basically addresses the few rulessueshat the Expansion runs into with therrentteration of the rulebook. The FAQavailablefor download from our websitendwith that (and a copy of the Cities ofathExpansion) there is a whole worldurbancarnage waiting to be unleashed.verhe next few pages, we'll delve intomeof the things that arise. I'l l talk overfewof the more significant clarificationsompletewith lovely pictorial examples)dwe'll present four new scenarios forouo try alongside a raft load of newy-specificstratagems. Finally, andmost excitingly, we'll showcase the

    wesomeun that's to be had with a battleportought between Space Wolves andSpaceMarines.h ow ' s t h a t w o r k ?heunny thing about the rules notes intiesof Death is that they prepare the wayr5thEdition Warhammer 40,000 - manytheprinciples that are covered within theookhave found their way directly into thelebookor have been superseded by thereecent ruleset, Just by having a copytheWarhammer 40,000 rulebook, youveaccessto most of the information thatuneedand the Cities of Death Expansionmplyrounds out the experience,ovidingyou with the nitty-gritty detail ofowo organise and fight a cityfight, withentyof scenarios and stratagems to usegyour games.

    ecomplex urban environments of theitiesof Death will sometimes throw upterestingsituations that you think it'decool to have a rule for - just discuss itithyour opponent and make a rule up!ishappened in the battle report, whereothme and Phil thought it'd be cool forodelso be able to jump across gaps ingantries.

    C I T I E S O F D E A T H

    L I N E O F S I G H TPerhaps the single biggest rules adjustment to bear in mind withCities of Death nowadays is the fact that Warhammer 40,000 uses'true line of sight'. This is a really rewarding element of the game thatencourages you to get down to eye-level with your miniatures andwork out what they can see (watch out for the spiky terrain whenyou're doing so - you don't want to poke yourself in the eye). Thisis never more fun than in Cities of Death with all that super-detailedCitadel terrain to battle through. To check if you can make a shotget down and look to see what your models can see. It's fun, it getsyou interacting with your miniatures and it looks fantastic when yourealise that your lascannon can draw a bead on the enemy warriorlurking through all that cover.

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    W A L K IN G T H R O U G H W A L L SOne of the topics thatneeds addressing is howmodels move aroundwithin city ruins. Firstly,models can move throughwalls. Bearing in mindthe weaponry, wargearand physical power ofthe warriors of the 41stMillennium, this is entirelyreasonable - providingthey take a difficult terraintest as usual. Of course, ifyou want to you can countwalls as solid, using doorsand similar, but in themain adopting the 'walkingthrough walls' philosophyfrom the rulebook is veryeffective. Secondly, thereis the question of climbingbetween levels. If you haveenough ladders in yourruins then there's no harmin ruling that models canmove up and down onlywhere there is a ladder orstaircase. However, this canbe restrictive so generallywe assume that modelscan ascend and descendwherever they choose.

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    G O R E - S O A K E D R U I N SClose combat incity ruins posessome interestingconundrums suchas whether modelscan fight opponentsthat are on differentfloors and so on.Although addressedin Cities of Death,the rules presented inWarhammer 40,000offer a clear andconcise system withthe vagaries of closecombat in a denselypacked situation(especially page85). These rules arepretty easy to followand make assaults incityfighting gamesespecially bloody.

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    T A K E A N D H O L DManyof the Cities of Death scenarios revolve aroundhavinga Scoring Unit occupy a building or particularlocation. There's a handy table on page 46 of Cities ofDeath that qualifies what counts as a Scoring Unit inCitiesof Death and what doesn't. When playing, just

    use this table to see whether your unit counts or not.This makes many units that would not normally be ableto claim objectives more flexible than usual in Cities ofDeath games, which enables you to field armies with avery different tactical flexibility.

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    OFF IC IAL ( ) o d a r : H D lu - E m i t t e rsD ir ty T ric k S tr ata gemEldar vanguard units are deployedwith advanced hole-emitters, causingthem to fade into Ihe shadows ofruins and playing havoc with enemyauspexes and sensoriums.

    After both sides have deployed andScout moves have been made, roll a03. Pick that many of your units. Foreach unit picked you may: Remove them from the table andplace them back in reserve.

    Swap them for a unit that is heldin reserve.

    Swap them for another unitelsewhere on the table.

    M SOne of the enjoyable aspects of Cities of Death is the use ofstratagems to give you a tactical edge over your opponent.On this page we present a swathe of new cityfigh ingstratagems for you to use in your games - one for each ofthe major forces in Warhammer 40,000 (you'll notice thatthe Space Marines share one ... that's perfectly fine). Feelfree to use these in your games, just make sure you havethis White Dwarf with you to show your opponent what thestratagem does when you unleash it !

    Q T a u E m p i r e : T a c ti c a l U r 1 I a n N a v i g a t io n A p p a r a tu sD ep lo y me nt S tr afa gemIn the hard-to-navigate confines of ruined cities, the AirCaste is known to employ technology to reveal the battlelone before a fight. Any Fire Caste unit equipped with areception device will be guided through the treacheroustwists and turns of the ruined landscape by the Air Castecrews high above. Before deployment roll a 06 - this is thenumber of units equipped with TacticalUrban Navigation Apparatus. Thesemodels are nol deployed before thegame, but instead will enter playfrom reserve.

    During the game, when aunit equipped with thisstratagem becomesavailable, it may enterplay from any boardedge, moving on as described asunder the rules for reserves (Citiesof Death page 45 and Warhammer40,000 rulebook, page 94).

    o T y r a n id s : G a r g o y le E y r ieK ey B u ild in g S tr ata gemGargoyles will occasionally choose a high place within a cityfrom which to launch their attacks. Un uspecting enemieswill venture into these chosen ruins, only to find themselvesbeset by dozens, if not hundreds, of screeching, flappingTyranid creatures, who erupt from quiet corners and hiddenspaces to soar up and out across the battlefield. The Gargoyle Eyrie stratagem is always the tallest buildingon the battlefield and is declared after the terrain has beenset up, but prior to deployment.If your army includes anyGargoyle Broods, Ihey muststart in reserve and DeepStrike onto the battlefieldanywhere within 12 " of themarked building. Additionally,when a unit of Gargoylesenters play through DeepStrike, any non-Iyranid unitsin ide the building suffers 306Streng1h 2, AP. hits and mustimmediately rail back.

    o D a rk o d a r : I n s i d io u s P U n a lD ir ty T ric k S tr ata gemUnbeknownst to its owner and the city atlarge, a priceless artefact in the PlanetaryGovernor's private museum is actually a portalto the Dark City of Commorragh. As theurban war intensifies, the Dark Eldaractivate the portal's opposite numberfrom within their labyrinthine city,turning the artefact into a darklyshimmering gateway from whicha new strike force can emerge towreak havoc. The Insidious Porta I is usedat the beginning of the owningplayer's third turn.

    Nominate a building anywhere on theboard that does not include any enemymodels. A Dark Eldar unit arrivingfrom reserve may enter playas if theborders of this building were partof its table edge, as per the usualrules for reserves.

    0 0 C h ao s S p a c e M a r i n e s : T a in te d G r o u n dD ir ty T r ic ks S tr at ag emThrough vile ritual and blasphemousincantation, a section of the city has beenreconsecrated to the Dark Gods of Chaos.Here, the very air crackles with barelycontained unholy energies and the yowlingform of soul-hungry Daemonsclaw at the very barriers betweenthe worlds. Before deployment, secretlynote a city ruin to be theTainted Ground. For theduration of th e game, allenemy psykers in that cityruin suffer a Perils of theWarp attack at the start ofeach pha I.' (yes, phasel).Furthermore, if a Chaos SpaceMarine psyker targets a unitin the city ruin with a psychicpower, the Psychic test isautomatically passed.

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    f)H e C tO n s : .R a y e d O n e H a u n tKey Bu il di ng S tr a ta g emB y s om e stro ke o f ill-fo rtu ne , o ne o f th e ru in ed bui ldinghouses an ancien t and terrib le hyperspace portal, which linksthe batLlefie ld w ith the charnel palaces of the Flayed O nes.A s th e battle rages, the scent of blood is sure to attract everm ore o f th ese gan gre l creatures in to th e fray ... Each turn , keep a tally of the number of models removedas ca su alties w ith in 6" of the building. A t the end of theturn , rol l a D6 for each such casual ty , On a score of 5+, aFlayed One em erges from the hyperspace portal and jo insthe battle.o I f there is a unit of Flayed O neswithin 6" of the bui lding, add th ismode l 10, and place it in coherencywith , the uni t (you can choose ifthere is more than one Flayed Oneu ni t w ith in 6'1.o I f there is no unit of Flayed Oneswithin 6" , p lace th e first F lay edO ne anyw here w ith in 6" o f th ebuilding that is not w ith in 1" of anenem y m odel or w ith in im passableterra in. A dd any other new ly arrivedFlayed O nes to, and place them incoherency w ith , th is new unit.

    o C h a o s D a e m o n s : w a r p R i f tDirly Trick StratagemW hen a W arp Storm scours real space, the power of Chaosinvades the m ateria l w orld , dragging chunks of realspace intoIheWarp.I T he W arp R ift strata ge m is played upon a single non-objective build ing at the start of your opponent's First tu rn . A t the end of your opponent's turn , and each of h is turnth ereafter ro ll a 06. On the ro ll of a 6 th e buildin g (andits occupants) are sucked in lo the warp . Replace thecity ru in w ith a crater and remove the build ing and anym odels w ith in il from play . Note that this co uld cau sew eird si tu atio ns, w here the bu ild in g is really large o r bu iltin to the battlefield - bear this in m ind before you play thestra tagem and try and cook up a decent work-around.

    e I m p e ri a l G u a rd :V o x R e l a yK e y Bu il di ng S tr a ta gemA comm un ic atio ns rela yd ep lo yed w ith in th eb ui ld in g a ll ow s o ff ic er sto l in k d ire ctly in toth e I p eri al G u ar d'svox net w ithout fear ofin terfe re nc e fro m en em ys cr am b le rs o r s ta ti c-em it te r a rr ay s.I A ny Im perial G uardO fficer w ith in a V ox

    R ela y bu ild in g a dd s6" 10 their commandra di us . I n a dd iti on ,w hen issuing an order,ro ll an extra dice forth e e ns ui ng L ea de rs hi ptest and discard theh ig h es t r es ul t.

    eG r e y K n i g h t s :H e x a g r a m m a t i c W a r d sK ey B u ild in g S tr at ag em sThe G rey K nights havep re pa re d th e b attl ef ie ld ,in scrib in g sa cre d sig il sw ith the blood of thepiou s. Su ch sig ils actas p ow erfu l w ard s,creating a sanctuary fromD aem ons an d p svkers,Enem y units trea t th iscity ru in as d ifficu lta nd d ange ro u s terrain. Daemons and psykersfa il t he ir d an ge ro usterra in tests on a1 or a 2.

    C I T I E S O F D E A T H

    G S p a c e M a r i n e s :T h e N o b le H e mKey Bu il di ng S tr a ta g emB eneath the steely gazeof an honoured hero ,im mortalised in stone orm etal, th e S pace M arin esw ill figh t h ard for victo ry . Any friend ly SpaceM arine w ith in 6" of thebu ild in g m ust re -ro llfai led ro lls to h it in theA ss au lt p ha se .

    oS is te r s o f B a t t l e :C o n s e c r a t e d S h r in eKey Bu il di ng S tr a ta g emThe shrine houses a relicof great im portance. TheS isters of B attle w ill stopat noth ing to pro tect th isrev ered artefac t, fin din gfre sh re servo irs o f fa ithto call upon and defeatt he ir fo es . Any Sisters of Battleun its w ith in aC on se cra ted S hrin ebuild ing count ash av in g a S im u la cruml rn pe ri al is . In a dd iti on ,if a S isters o f B attleu ni t w ith in thebu il d ing s ucc es sf u ll y

    m akes an Act of Faith ,ro ll a 06: on the ro llof a 5 or 6 yo ur arm yim mediate ly gains aFaith poin t (sec nextissu e fo r m ore d ela ils).

    o O r k s : B lo o d b e K om m a n d o H u s t leD ir ty T ric k S tr at ag emIn unusually d isc ipl ined boot karnps, B lood A xe K om mandoshave been kooling da Boyz in the art of city fighting. In th is battle , all O rk infantry units ga in the M ove ThroughC ove r sp ecial ru le .

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    VI"~~~.E W C I I I E S O F D E A T H S C E N A R I O SPlayed plenty of Cities of Death games already? Hankering for more scenarios totest your mettle? Here you will find four new Cities of Death scenarios to tryout.

    M I S S I O N O B J E C T IV E : K I L L P O I N T SThis game uses kill points to determine the winner.

    M A E L S T R O MThe maelstrom of battle leaves forces fragmented and in disarray - lines of communication are fractured and warriorsfind themselves cut off from their allies and surrounded by foes.S C E N A R IO S E T U P1) Divide the table width ways into four equalstrips. The winner of a roll-off picks two stripsto be their deployment areas, but neither playermay have two adjacent deployment areas.2) Declare the use of stratagems as normal.3) Starting with the player who chose deploymentareas first, players must take it in turns todeploy their force one unit at a time, alternatingbetween deployment areas - thus their force willbe split evenly between the two areas. Note thatDaemons of Chaos should deploy in the sameway as other armies in this scenario, representingthe fact that the battle is already underway.4) The winner of a roll-off may go first or second.

    Game length: The game lasts for 4 turns. An Omegagame may last longer.

    S C E N A R IO S P E C IA L R U L E SAlpha: Cityfighting Stratagems.Gamma: AsAlpha plus Dusk & Dawn.Omega: As Gamma plus Random Game length.

    T H E S W I R L I N G M A E L S T R O MAt the heart of a raging cityfight keeping track offriendly units can be incredibly difficult. Roll a D6for every unit that enters play from reserve. On a1-3 your enemy chooses the point of entry instead.

    I N F E R N OThe battle has raged on too long and now high command insists on a swift end to the fighting. Artillery units, loadedwith devastating incendiary shells will soon reduce the city to a blazing inferno - there is no time to escape, only kill.M I S S IO N O B J E C T I V E : D E A T H A N D G L O R YThis scenario uses kill points. Additionally, subtractone from your score for each of your units that hasfled or is broken at the end of the game.

    S C E N A R IO S P E C I A L R U L E SAlpha: Cityfighting Stratagems, Raging Inferno.Gamma: AsAlpha plus Dusk & Dawn.Omega: As Gamma plus Random Game length.

    S C E N A R IO S E T U P1) Players roll off and the winner picks a table edgeto be his deployment zone.2) Declare the use of stratagems, as normal.3) Starting with the player who chose table edgefirst, players take it in turns to deploy theirarmies within 12" of their table edge, one unit ata time until both units are fully deployed. Unitsare deployed in the following order: Troops,Heavy Support, Elites, HQ, FastAttack.4) The winner of a roll-off may choose whether togo first or second.

    Game length: The game lasts for 6 turns or until oneside has been completely wiped out.

    R A G I N G I N F E R N OHigh command are hammering the battlezone withincreasing intensity, unleashing a deadly firestorm.At the start of each player's Shooting phase thecontrolling player places an inferno marker (40mmround markers that look suitably fiery will do).Once placed, roll for scatter exactly as if the shotwas a blast weapon with a Ballistic Skill of o . Anymodel within 6" of the marker suffers a Strength 5,AP- hit. The marker remains in play and will havethe same effect in each subsequent Shooting phase.Additionally, if the marker ends up on or in acity ruin, the entire ruin is considered ablaze. Anymodel within the building at the beginning of anyShooting phase immediately suffers a hit as above.

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    The enemy have a command centre that simply cannot be captured. Destroy it. Utterly.

    M I S S I O N O B J E C T I V E : S C O R C H E D E A R T HThe winner of the scenario is the first player tosuccessfully detonate their cataclysm device. Ifneither player achieves this before the end of thegame, both players lose.

    S C E N A R IO S E T - U P1) Players roll off and the winner picks a table edgeto be his deployment zone.2) Declare the use of stratagems, as normal.3) Starting with the player who chose their tableedge first, players take it in turns to deploy theirarmies within 12" of their table edge one unit ata time. Units are deployed in the following order:Troops, Heavy Support, Elites, HQ, FastAttack.Note, HQ units may not deploy in reserve duringthis scenario, unless they are Chaos Daemons,in which case they must enter playas soon aspossible. Finally, each player must nominate acity ruin within 12" of their table edge as theircommand centre (this may have stratagemsplayed upon it, but not any that might destroy it).4) Roll a D6. The player with the highest score maychoose whether to go first or second.

    S C E N A R IO S P E C IA L R U L E SAlpha: Cityfighting Stratagems, Cataclysm Device.Gamma: AsAlpha plus Dusk & Dawn.Omega: As Gamma plus Random Game length.

    C A T A C L Y S M D E V IC EWhen crushing your enemy nothing is excessive.Once both players have deployed their armies,each must place a counter in base contact with aninfantry model (or within a transport that is carryinginfantry models, it can be assigned to a model thatdisembarks later). This counter is your cataclysmdevice and will move along with the model it isplaced beside. Should that model be slain, anotherfriendly model within 2" takes it up. Should allnearby models be slain, it is left in place untilrecovered (enemies may not move it).Youmay attempt to detonate the cataclysmdevice at the end of your Shooting phase, if it iswholly within the enemy command centre and youhave a friendly model in base contact. Roll a D6, ona 4+ the device goes off and you win the game. Ifthere are no friendly models in base contact withthe device, you may not attempt to detonate it.

    , D E C A P I T A T I O NA cunning general can make all the difference in a city fight. A dead general can make no difference at all.M I S S I O N O B J E C T IV E : A S S A S S I N A T E T H E G E N E R A LThisscenario uses kill points to determine the victor.Additionally, should you slay the enemy leader (seebelow) you may score additional KillPoints.

    S C E N A R IO S E T - U P1) Divide the table into quarters. Both players roll-off to pick which quarter to deploy in. The otherplayer's deployment zone is the opposite quarter.2) Declare the use of stratagems, as normal.3) Starting with the player who chose a quarter first,players take it in turns to deploy their armies oneunit at a time until both units are fully deployed.Units are deployed in the following order: Troops,Heavy Support, Elites, HQ, Fast Attack. HQ unitsmay not deploy in reserve during this scenario,unless they are Chaos Daemons, in which casethey must enter playas soon as possible.4) The winner of a roll-off may go first or second.

    Game length: The game lasts for 4 turns. An Omegagame may last longer.

    S C E N A R IO S P E C IA L R U L E SAlpha: Cityfighting Stratagems, Cut Off The HeadGamma: AsAlpha plus Dusk & Dawn.Omega: As Gamma plus Random Game length.

    C U T O F F T H E H E A DThe commander of the enemy force has plagued youlong enough, his ruses thwarting your efforts. Eachplayer must nominate one of their HQ choices astheir battle leader. If your opponent's battle leaderis slain, consult the following table to see how manykill points you receive. The battle leader was slain by a ranged attackfrom more than 24" away: 1 kill point. The battle leader was slain by a ranged attackfrom more from between 6"-24" away: 2 The battle leader was slain by a ranged attackfrom within 6": 3 The battle leader was slain in close combat: 3 The battle leader was slain by your ownbattle leader: 4

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