Professional Documents
Culture Documents
URBAN llllNllllES
There is no battle primer that can prepare a soldier for the horrors of an urban
war zone. Forget notions ofr ‘the front’ — all is compromised and death threatens
from every side; There is nosafé flank, and 5'01long as the enemy remains, there
never will be. Cover is both salvation and bane, for it is there-that Your-foe is
hidden. Attack from above or below is as likely as from any other quarter, and
ambush is inevitable. The unwary are either lucky or corpses. You must learn
that any route W ' 1:1 looks easy is probably booby-trapped. Experience alone
teaches thatrydu W111 not see‘ the next assault coming. These areglessons that
only the hardiest survive.
War Within the gatesiof an‘Imperial hive city isra-helil of blood, stone and dust.
All .who enter must abandon hope, for there is only extreme hardship and
catastrophicldss. Itis a foolish commanderiudeed who relies on anyperceived
edge, be it technological, numerical, or arsuperiority of troops or tactics. As
the tallest edifice is reduced to ruin, so too is any advantage ground down
to nothing and rendered null. With the claustrophobic confines as the great
equaliser, such urban ‘environmentswmake the‘bloodiest of battlefields.,, With
every‘s‘tep contested, which sideirhas‘the will to endure? ‘Only't oldest can
abandon reason and 5 inbrace the tenacity required for victory. All others, will be
buried in'the rubble.
BUNTENTS
Introduction ................3 Aegis City-shieldGenerator..."......-...5O
Orbital Shuttleport".... .. ... ... 52' ' Urban Assanl
No Quarter..........~_.. Fortified Palace... ......g;..... 54; Isolated Reslstan ’
Taking Streets of Death F11rther......56
Urban W: Zones of
' Cities of Dea‘th......
Battlefield Terrain
Strataggms, ‘
‘Tétc oaLi‘ectrves."......
Urban'Battlemnes. .. ....
Narrative Play Missic’msr ...
The Gauntlet... . ....... . .-..-. ...
1 Glory 111 the Rains .. Total Devastation
ReliefForce.
Campalgns 36 Grand Assault .. ... ...
\fii’hin the tightly packed confines 40,000 rulebook, Urban Conquest own Imperial hive and then fight
(ian Imperial hive, every streetWay provides everything you need to
is achokepoint, every rooftop a ‘ take your games into the tangled I players“; or control of it
Sliper’s nest. No flank is ever Safe mazes of hive cities, where
within such a labyrinth of. metal , ~Sec-nor.Imperialis and Sector This book also,.contains the Cities
and machinery. Foes lurkbehind: Mechanicus bulldings provide of Death‘rules expansiongwhicl-r‘
every archway, or slink through the interactive new'din‘mnsions to your includes Warlord Traits; Stratagems,
sewers to burst forth from some tabletop battlefields. Key Building upgrades, Tactical
new and unexpected direction. Objectives ahd Battlezone rules.
Thebackground section and Citadel Furthermore, you will find updated
Doughty defenders standfirm matures showcase in the first and expanded rules for battlefield '
bfllind barricades and seething part of this book are great sources terrain that can be used in any game
xenos swarms prepare to storm out of inspiration for your own city- of Warhammer 40,000, not just
ofcover. Deadly traps lie hidden based'battles, and offer insights into Cities oi Death games. Now you
in the rubble awaiting the unwary, the buildings and infrastructure of ‘ ’can build your city,- and the 'I "ther
and every new step might bring an Imperial hive, as well as some heroically defend it or grind it‘to
you under the crosshairs of the of thémost famous battles fought ruin beneath your tread!
aiemy. Yet there can be'no retreat, in theSe grim environments. Inside
no surrender: this is Wfirhammer theifirban Coflguest box you will
40,000: Urban Conquestthe find plastic scenery and obj’ective To makefull use of the contents of
bloodiest of all battlefields. markers, alongrwith a range of Urban Conquestyou will need a
gaming resources in the firm of
The contents of this box? allow eardsgmarkers and a modular
players to recreate the brutal, close— maptemplate. Used alongside the WarhamMer 40,000, vzsit
coufines nature of urban warfare: " detailed guides in this bask, these warhammertODQrOm.
Building upon the Warhammer tools allow you to generate your
Nll lllllllllEII ”
In a galaxy in which every planet is a bitterly contested war; zone, urban
environments make for the bloodiest of battlefields. Ihreatslu’rk behind every
pile of rubble, and every shattered building can become a'firefibase. Even the
mightiest armies can be :ground to nothing in brutal close-quarters combat.
A typicalhivetityvnthin the Imperium stretches across others stop towait in longqueues to pay tithes and
hundreds,-Vif54notthousands of miles. Standard urban receivesabsol‘Lition from a preagherlofthe Imperialfiult.
anatomy has dWeHings and heavier industry near the, Rest periods, ifany, are short, for the Imperium is ever
base levels. Administration and light manufacturing on a war footing, demanding maximum outputfrom all
runs from ground level to the lowest tiers of the upper sources on pain of death.
hive, while the wealthiest classes rule from the spires
high above the grime beneath them. The subsurface or A Sector Imperlalis is typicall dark and brooding
underhive'is where the poorest dre'gs inevitably gather, place. Most- buildings and infra's ctures are worn with
and thetfurther down one travelsfth’e more lawless and age or Worse. It is not unusualfor the most unstable
desperatethin'gsj become. V ofbuildings to crumble to ruin, often with workers
still toiling within. If the function they performedwas
Asaper their remit, the Departinénto'Genusumi aisniall an overtly essential one — such-as the productionof
branch of the Adeptus Administramm —. has :‘a‘fliited chemicals in a greater supply chain —yt11en. the relevant
official designations 1to the different sectors found‘within oflic‘ial agents will ratify the rebuilding process quickly
a hive city. The most common ofthese classifications Ifthe structure served no obvious need, such as the
are the Sectors Periferus (the outskirts beyond a hive-s office of one of the thousandsofmisguided branches
borders), lmpérialis (the main hive levels), Mech , , of the AdeptusAdministratum, then the bodies and
(heavy industrial Zones), Spit-"urn gthe upper Spires equipment ‘4 left to the in or ble scavengers ~
Habculumiévasthabzhlocks) ,andil'nfemus (eithet.-thei . .bOtha’nim ~andjhufna'ri — . « (in the pipework,
underwastjes or the underhiVeX ' watching foflny chance‘to" 'p-out and seize what
eyes are drawn to movmg parts— hydrauhc hammers 1 7 With the opening ‘of the Great" 1
fall, ye .faZns whirl, jets of steam or werse spew 3 , hellh‘ole that split the galaxy in two
out from exhaust .p1pes. Even auspex readingsar'e
confused in the dense zones. Countless vents, ports ‘ Plague That Walks dec1mated , ve cities across
and chimneys belch acrid smoke or toxic gases, and ‘ the Ultima Segmentum even sullying the gem of
the heat of fuels combusted insidehyperepressurised Ultramar itself. In War Zone Stygius the benighted
reactors can incinerate those whoi5stray too close to hive world ofMordian held out after sufiermg
crisis vents. A single misstep or blast wave from a :7 tremendous casualties, and battle still rages‘upon
nearby explosion can send a combatant tumbling oilt ; the hive world of Tarkan. The rampages of the
a gantry into the darkness below. Stray's'hOtsor‘Iiear ‘1 Blood Crusade“ ' eyed well over a hundred hive '
miss‘es can trigger any number of catastrophes, from E cities. Those w , ‘ ,d their civilians’ final pleas
causing plasma regulators to leak their super—heated for salvation g f ansWered could only curse
contents, to initiating a series ofpyric cleansing in vain, aswagp: limited space travel and
protocols. The gantries and shieldedplatgforms are the forces of the [mperiumwere already too thinly
ideal locations for hiding snipers or entire enemy units spread. Only he ' "
bearing jump packs, waiting to descend upon the
unwary. @reatures that use the vent—shafts and pipes for
travel can surround their foes and come- at them from
unexpected angles '
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A Sector Imperi alis Sanctum is a beacon for thedevoufi, a plaice of gi'efi me aning for those who believe in the Imperial Creed.
hill to your battles.
swapping stories about the epic battles that were fought which mission is played next and the winner ofthat
and the heroic deeds that were carried out! mission wins the campaign.
MATRIX CAMPAIGNS ,At the end of the round players receive 3 campaign
Matrix campaigns give you the opportunity to " ts if they Won their game, 1 campaign point if they
outmano‘euvre your foe'in a series of games, where the d‘r w, and 0 campaign pointsfif theylost. The player With
choices each player makes before the battle influence the the most at the end of the campaign is the winner.
outcome of the battle. ’I‘heyinvolve a degree of guile and
bluffing, but are simple to run. Matrix campaigns can be It’is considered a matter ofpride to always accept a ,
fought with any number ofplayers. When the campaign challenge and fight the battle in thetime allocated. If
is first set up, you will need to decide how long you want; this is impossible, and it is your faultthafthe battle
the campaign to last. Assuming that each player can cannot be fought, then you should concede and allow
play a game a week, we recommend playing for six to your opponent the victory.
eight weeks, but your campaign can be longer or shorter
if you prefer. In general itiisrbetter'to choose to fight a
short campaign after all" thereis nothing stopping you, TEAM CAMPAIGNS-7
from starting a new campaign immediately after the first ' Each of the campaigns describedlm
has been completed! V a, easily be played by teams of players. This 15 a great way
of running a campaign for larger gaming groups or
A matrix campaign is played in a seriesof rounds. In ’ clubs; Ifyou have more players than the rules in this
each round the players find an opponent to play against = Section recommend, simply split the players up into
and play a single battle. Beforeveach battle, each player equalesized teams, then replace the word. ‘player’ in'the
secretly picks an option-from the following list: Assault, campaign‘set-up instructions with ‘team’.
Hold, Reconnoitre, Advance o‘r Reinforce. The different
choices will come together on the matrix to determine Ifyou are playing a Streets ofDeath campaign
Which mission to use. Below is‘an example matrix (:pg'38—4‘3) in teams, the team.1flustidecide;xvhich
that you could use' to ec-ide‘ not only the mission you territoriesthey‘will ‘capturejandhow: the rteamfs:;strategy
play, but which player has managed to gain a strategic PDints, will be spent during the Strategy phase (pg 42).
advantage, over their opponent and so play in the role ofi At‘the end of the Action phase, the te'amwith the
the attacker (where applicable): This uses a combination highest combined glory points total goes first in the
ofboth narrative and'matched play Cities of Death I Sfi-ategy phase, the team with the second highest total-
missions, but ifyou prefer, you could easily-design , goes secbnd, and so on.
matrices of your own that are limited to a single style of
gaming, or that use missions from other sources as well.
Wflflllllll] A
Maximum Attrition Grand Assault (pg Decapitation (pg 87) Total Devastation
(pg 91) (Eternal War 85) (Warlord B is (Warlord B is the (pg 89) (Maelstrom (pg 83) (Warlord A
objectives) the Attacker) Attacker) of War objectives) is the Attacker)
3 Grand Assault (pg 85) D ' ‘i- .11 Y 1 J R1 - '1'"; ’ R1111 ReliefForce (pg 84)
: (Warlord A is the (pg93) (Maelstrom (Warlord B is the
Wflfllllllll B
Decapitation (pg 87) ‘ Firesweep (pg 88) High Ground Urban Assault ‘ Domination (pg 90)
(Warlordit isthe . (Maelstrom ofWar , (13339:) (Eternal War (pg 9,2.) (Maelstrom (Maelstrom of War
Attacker) objectives) objectives) ofWar objectives) objectives)
Total Devastafio’n Relief Force ’Firesweep (P8 88) The Gauntlet Isolated Resistance
' . (pg 83) Warlord A is (PE 34) WaflQId A (Eternal War (pg 82) WordA (pg 93) (Eternal War
' the Attacker) is the Attacker) objectives) is the Attacker) objectives)
For matrix campaigns, each warlin'd chooses their strategy in secret before revealing them simultaneously, and then
cross-references their choices to determine which missiontheywill play. In this example, ifWarlord A chose ‘Hold’
and Warlord B chose Assault: the two would play the Grand Assault mission, with Warlord B as the Attacker.
STREETS IlE llEllTH [lllMPllllTNS
Streets of Death campaigns provide players with a dynamic geographical setting for their Cities ofDeath
games. As battles are won and lost, territory might be taken Over and key assets might be seized, givmg
the victors.a strategic advantage over their rivals.
OVERVIEW RESOURCES
A Streets at Death Campaign can be fought with any To p‘la «arStreets ofDeath camp 1
number oftplayers, but WOrks best with t, three or use theaCityscape niap, Location cards, Random Event
four players. The players will :start by generating a cards,SiIateg1c Go‘a'lcards, Strategic Resource cards and
Cityscape; upon which each will start 'With'a territory; market Sheets included in the box
Thercampaigin is then played in a. seriessofireunds, each
of which teasers ofthe following two phases: CitysCape Map
The Cityscape map is a grid into which you slot
1. Action phase Location cards to build the cityin'Which your
'2; Strategy phase
tracker. that each player canuse to keep track ofth ir.
During the'Action phase, the players I ”ht one or more campaign points and strategy points (see Generate
battles with their rivals, recording the result of each. Cityscape, pg 40). The map also includes slots
After a battle has been fought, each player receives Information cards and any Strate '9 Resource
glory points, which show how well they are doing inth‘e currentlyin play The top of the scape that
current round of the campaign includes two additional slots— one for a Strate
card andthe other for a Random Event card.
After the Action phase has been completed, the players
gatheraround the Cityscape map and resolve the You Will ed a placeto, keep :thecainpaign Cityscape,
Strategy phase,'1n which players gain or lose territory map. I ally] all of , players hould have free access to
and determine how manycampaign points are awarded it, but a more realistic option is to arrange a regular time
that round. Each player also receiyes a number of and place where everyone can get together and shat the
strategy points, 'Which they can spend on Campaign Streets :of Death resources The Cityscape in "
EStratagem‘stoig‘aiiian adi’ri'aihtage 111111316 we: battle; grip piniji to a Wall, or conveniently folded away a
the campaign- as a wholeuAt the end ofthe campaign, each phase.
the player With the most campaign points is the winner.
Location Cards
This box includes a deck ofLocation cards; Each
represents a diEerent location Within the city. AsWell
as a unique name; each shdws two numbers; The first
number is the location’s Resource Value - the higher
the number, the more campaign points are awarded
to the player that controls that Location card. The
second number is the locatibrfsStrategic Value — the
higher the number,.tlie'morestrategy points the player
who controls it will have available'to spend in the
current round. 7 -
Army Markers-
The army markers cbnle-in’four different colours. At
the start of the campaign, the players each choose one
of these colours, and take all of the army markerso'f
that colour. When a player controls a location on the
Cityscape map, stick one of’the'ir ‘skull’ army markers
on the appropriate location (be Sure to sticli the army
marker on top ofthe plastic sleeve which the card is in,
not the Location card itself). ‘If’a’player loses control of
that location, peelthe armymarker off and place it back
on the main sheet. Army markers are also used to track
the number of campaign points and strategy points
the player amasses as the canipaign progresses.(see
Generate Cityscape, ‘pg40). ‘: ‘
1
most locations
mt controls the
l . that controls the
ions re wives 2
hnn\lsc‘ampaign
Strategic Goal Cards third highcs- l num her 0, i‘,
o 3mm,
[hepain I. In the wooums as
15gig:
This box includes three Strategic G'oal‘cardsi, Each nikiallve this ro‘u
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Random Event Cards
This box includes a=deck1ofRandom Event cards. Each
describes'rules that canaff’e‘ eActionrpha‘seand;
Strategy ph'asein thercurgrent campaign retina:
, .
msmmmmmm
Th are six'Spepial Location cards'In the Locations deck: Sniper’s , a. '- ,
Campaign Set-up 3 — Séa‘flfil’ed tOSts ’ variable because of these restr tions, they:may select
Thi Set¥up is ideal for campaigns invOlvihg-.m? to -‘ r "y uncontrolledllocation on the map, includi g '
four players. Each player has a territory that co‘nsi s l I specral lecations
of several locations scattered throughout the Cltysca - * ,
(as shown on the right). To decide which player startse\'5trategic Goal: Regroup and Consolidate
in which'location,__'each player rolls 3D6 (re-rolling any ,
ties). The players then take it in turns, starting with the
player that rolled the highest and ending withthe player
that rolled the lowest, to select one location to be part of
their territory. ,
Result
Assumingthat each player can play~aggame aweek, we Won a hattl’ei ‘
recommend each round lasts one week? but you can Drew 'a battle
extend of Shorten this to suit ygfif’gamingigroup’sneeds: _ Lost a battle
The players then gather for the Strategy phase, and then Enemy.Warl "dislam
the next round begins, until thetampaign ends.~ Conceded ‘a battle
At theten‘d ofIthe campaign, the player with the most At the end ofthe Action‘i'p‘h‘ase; each3p1ayerv totals that?
'caInpaigu points'15 the Winter. In the event of a draw, glory points.' Whoever has the highest total mufhave "
an advantage In the ensuing Strategy phase. At the end
of the Strategy phase, each playeris glorypoints total '7
reset to 0.
.. ' 1,-Deternijné’l‘nitiative
' . 2.7EarIfCanIpaignEoints
3. Earnlstrate’gy Points
‘ Beforeeach 4. Spend Strategy Points-
front. the-f “5‘. Seize Territory ‘ p ;
'6 Generate Random Event“ ' - |—
. Assault
Hold
Reconnona'e ends and the ext campaign round begms
Advance
Reinforce .~ '
1. DETERMINE INITIATIVE
the players must
jitent phase. The
player who earned the most glory points during the ,
.. .
receive a divine blessing- Over thermillennia, many heroestof the Imperium mayvis1t such a structure: 1 '_ ,
and kneel before its innermost altar? includingtSpace Marine ChapterMasters and members. of the
Holy Ordos.
. »
SPElNAl lllllllllllN MISSINN ,
SNIPER’S ALLEY
Once a famous, heaving thoroughfare within the hire, this brOad avenue i ' .
. w ,, .
‘
Sometimes, so many marksmen stalk the buildings overlooking the street that a (I walk'1n the open is
tantamount to suicide. Like an urban canyon, the tall ruins on either side of. the road grant superior firing ' -' '1
positions and unmatched lines of sight to those secreted 1n the heights.‘
’Ihe Battlefield
Sniper’s Alley is characterised by theilarg‘ethoroughfare
running across th length of the battlefield and the
' rows of tall bujl '
ruins“; should be 51
deployment’zbn ., .
, SnEQbaufi.
.
SI‘EIIIAI lIIIIIIlIIIN MIEEIIIIII
AEGIS CITY-SHIELD GENERATOR
Many hives are protected from orbital bombardment by an Aegis City—shield — a powerful force'fieldthat
surrounds the entire city; It takes an entire sector to supply the energy that fuels the enormous shield?
The defender knowsthis Zone,;with its vital banigsof generators, must he held at all cost. FOr'thehttae‘lcer, ‘ ‘
there can be no objective morecoveted than ‘theAegisCity-shi‘eld‘ Generator.
Ar~l\
SFElllfll llllllllllllll MISEIIIN
ORBITAL SHUTTLEPORT
Although this orbital shuttleport is but one‘of many throughout the hive,»it is situated inl’a’strateg’ically V
vital location. Those standing,guard over this facility seek to hold onto accritical linkito'assets stationed in
orbit, whilst the invader seeks to sever it in an efl'ort to bleed the defenders’ forces dry.
Landing Pads
Each landing pad follows the rules for ruins; The Vital
Building must be alanding padrAny of théDefendei-s
units that canfiF’LY Gan, when they arrive frotfi’Reserve,
p Wholly on top ofa. landing pad (fip"""
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Attacker
FEEIAlflflMIflN
FORTIFIED PALACE
Whether a hive is ruled by a cold—blooded Viceroy, a bickering hierocracy, or is even the seat of the ’ ‘~
planetary governor themselves, the structure employed as their centre of government"is inevitably a giand
and imposing affair. Such edifices are highly sought-after by warring factions, both for their symbolism of‘
dominance and the fact that they are some of the most defensible buildings in the entire city.
These pages:provide you with ideas and inspiration for Once you have done so, takeoneofthe spare. Special
how to: takeyour Streets of Death campaigns beYorid Location cards included in this box and assign o , ) .
the rules 131‘: area in-this book TheY are intended for lo‘ca’tiO‘n a Re "ume Value and Stiategie Value . .
' ‘ campaigners, and some make reference to suggest keeping the combined total of these two Valtés
other Warhamr’n‘er 40,000 expansions and supplements. to 5, but You should always feel free to modify this
tobest suit the narrative ofyourfcampaign and the
location’s role within it. . I :\
CREATING YOUR OWN .
SPECIAL. LocATIONs‘L ' Having gone to all that effort would he a sham ‘
Perhaps thereasiest and simplest‘way to pers‘onalisea‘ that card was not one that wasdi-‘awn when generating
Streets ofDeath campaign is to create a bespoke special your city. To avoid this, ifyour card was not drawnzrdl
location from the terrain in your ovm collection. Simply two D6, one after the other; the first dice rolled selects-a
set up the boardto create an evocative battlefield, then row on the map and the second a column.Replace the
come up with asuitable name for thelocation and a. card‘ where that rowvand column meet with the sp ; al ‘.
backstory foritl— this will help'you ascribe a nnssiontg location You just created.
the location, and inform any special rules you wishit'o
apply to that mission. You can either adapt one oftlie
missions in’this book, or create an entirely new One.
Race to Victory
Instead fretting a fixed durationfor the cam ‘ '
7 " oat For example, instead ofthe player w
accumulated the most campaign points at the end ofa
certain time period being declared the victor, the first
player to reach 30 campaign points Wins The campaign
points goal that you set will de mine how long .
campaign runs, and can be adyusted to suit Your needs.
Historical CitYsc‘ape
Instead ofrandomly generati’n'gyour.Cityscape let the
. players choose where each Location card is placed;
in order to build a city thatb ' sluts Your 1121'"
or in order to better recreate a depicted in a
_ favourite Black Library novel orpiece ofWarhammer ‘ V
40,000 background.
WARHAMMER 40,000: KILL TEAM PLANETARY ONSLAUGHT CAMPAIGN
Games of Warhammer 40,000: Kill Team are ideally Ifyou have a copy of Chapter Approved 2017 you will
suited 'to‘b‘oth‘ campaignsand, when set in 3 Sector already know that you can play the Planetstrike and
Mechanicus or Ministorum- Shrine killzone, the close . Stronghold Assault missions within that book as sim e 7 ,
confines 0furban combat. ‘ linear campaigns. If you and your opponents in: '
for a truly epic campaign, you can play through these
IfyoirWantvto incorporate Kill Team games into your linear campaigns before launching into a Streets of
Streets ofDeath campaign. we suggest the players: 5' Death campaign, fighting a legendary series ofbattles
Simply agree first, when arranging theirgames in the to" decide the fate of an entire world. In such a contest, ,
Action phase, whether to play a Kill Team game .01: a the, Planetstrike campaign is simply the first phase-either
Cities ofDeath game [fthe players agree "to play'a Kill war, where the invader lands their forces on the plan‘ ,.
Team game, then g era‘te a mission using the rules in while the defender tries to repel them. The Secondphase
‘ ampaign comprises the Stronghold Assault 5
Siege War missions, where the attacker must break
th ' ampa'igri: The Winner of each game of KillnTeain through the defenders fortifications to access their
‘ Vern earns ‘33 glorypoints as normal, or 1 glorypoint for 7' The subsequent phase is represented by a Streets
a draw or loss. No glory points are earned for taking the ofDeath campaign, in which the fate of the planet will
opposing player’s Leader out of action. be decided.
Alternatively, you could play both a Kill Team game and f . Such a campaign works best with two teams; the 1
‘3 CitiQS, Qf’ljeath game in each Action phase + game’fif : a inyaders and the defenders, who retain their roles in
Kill Team are much quicker to play, after all. 5 7 each phaseThe victor of phase two (the Stronghold:
Assault campaign) starts phase three (the Streets of
£111 either case, we suggest that Strategic Resource cards" ; , Death campaign, for which we recommend using the
thatWOuld otherwise have an effect during the Action ' Under Siege set—up on page 41) with ten additional ‘
phase do not’aflrect games of Kill Team — not onlyfwere strategylpoints. Alternatively, each team could start
:the' Strategic Resource card's included in thisbox‘ngtj = phase three With one additional strategy point forv'ea'ch
Written for genres of‘Kill Team, but we assume that gametheywon during stages one and two.
such precious resources must be channelled towards
th' my’s main forces. However, if you are feeling Th winner ofphase three is then crowned the 0v
ably ’ rous you could simply devise your o‘W11 'set of
Kill ; am Strategic Resources, and use these alongside
the other Strategic Resource cards.
flITIES llf HEATH
In the nightmare of the far future, armies battle one another to annihilatiOn
amid the shattered ruins of vast corpse strewn cities. The rules in this
section allow both players to recreate:the brutal, close-confines nature of
urban Warfare.
Player B Battlefi Id
In.
ObScured Targets
In urban environments, troops can make use ’0f the
dense terrain as they advan into position to obscure
them team the enemy’s sights.
indmdual model is obscure , ; -ess all parts ofIt that From this angle, this unit of Aggressors is obscured —
fire facing the firing model are visible from the point every model in the unit is at least partially obscured by
the ruin they are occupying.
ofView of the firing model (a VEHICLE or MONSTER
is instead obscured unless 50% or more of the model
facing-the firing model 18 visible from the point ofView
of the firing model). Ifuusure, stoop down and get
La‘ leek from behind the ‘ noting model to see if any
partof it is obscured. For thepurposo‘es of determining
whether or not a model is. obscured, a model Caustic
through other models in itSfiQWIl unit and otherimodels
iii the target unit. Models with the Flyer Battlefield Role
are neVer obscured, even ifless than 50% of the model is
visible to the firing model.
‘od‘els buses or «
l‘sibahnersi _, I
weapons orparticulerhl
includegll limbs.
Agreeingo , ver‘ , S if
The following table provides guidance asto whether ate 7 7 is soft ct or hard Cover. If a terrain
feature does not appear on the table below, players should agree after creating their battlefield whether it 15
classed as soft or hard cover.
Ifyour mission uses Dawn Raid, both players must Sustained Assault
subtract 1 from alihit rolls made in the Shooting phase Occasionally, an army will possess overwhelmmg
during the first battle round ofthe-game. superiority in numbers.
RUINS ‘ 4 ‘
’Ihe galaxy ls litteréd with the - '
remains of once-proud cities.
IMPERIAL STATUARY
The herbes of the Im $3;l are
immortalisedfi
BARRICADES .
Makeéhift‘barricades make
excellent,defensivepositions.
A
A
MECHANICUS’
Sector-sMechanicus are Mommas .‘.
sightthroughout the galaxjgsth ix. :' ..
gantries and girders thrumm.” , I
with automated industry. ‘ ,,
THERMIC PLASMA
CONDUITS
These conduitschannel‘r
hot plasma and make for
dangerous cover. ,— "
GALVANIC. . , .
SERVOHAULERS:
'l]1ese hydrauIiiaGhin§§
litter the industrial zones of
the Imperium.
MUNITQRIIM I?
ARMOURED
CONTAINERS
These vast steelcontain'eivs
IEy'Ou are playing a Cities ofDeath matched play ACHIEVING TACTICAL OBJECTIVES ‘
mission; you will'have the .optiOn to use Maelstrom of' At the end of everytum (yours and your opponents),
Wérobjectives. Ifxyou do, then you and your opponent you must check, to see ifyou have achieved any ofyour
must use; Cities of Death Tactical Objectives. active Tactical Objectives — the descriptions will tell you
how and when they are achieved and how many victory
. points are scored for achieving them. If you can achieve
G 'nnnArING TAGTIQAL OBJECTIVES a Tactical Objective at the end of a turn, you must
Thep1n11ssion will tell you howma‘ny Tactical Objectives immediately score'theivictory points for it — you cannot
to generate at the start ofyour turn. choose not to do so.1Players can achieve anynumber of
their Tactical Objectives in the same turn.
To generate :1 Tactical ObjectiVe,‘ roll two dice, one after
file other: the first dice represents tens, and the second
represents digits, giving you a result between 11 and
' 66. Consult the Cities of Death Tactical Objectives on
thefollowingpages and write down the corresponding
Tactical Objective. Note that unless the missionpstates
otherwise, the results are not secret; each playefishould
beable to see what Tacfical Objectives the other has.
{2'3
H
that are even more hostile and hazardous to the combatants than uSual. These can be used’in add ton to,
or instead of, any other Battlezone rules.
yet 011 o 7 . :
players roll a‘Dé. Ifthe tco duestion are resolve
IIITIES IIE I]EATH NARRATIVE PlAY
THE IiAIINTlET
The defender’s forces have beencut off and surrounded. Rather than stay and fight, they deade 1
Out in the dead of night before the defender can tighten the noose. The opposing s1 em‘tist tryto prevent
them slipping away underthe cover of darkness.
EEIIAPE ITIIIITE
THE EATTlEEIElII
Create a battlefield usmggthe deployment map below labelled‘Escape Route so long as all Y , ‘
and then set upterrain- as described on page 61. move off the board in the same phas 7y units that do
so have escapedthe ambush— they emovedfrom
the battlefield and take no further part'in the battle
IIEI’IIIYMEHT
After‘terrain has been set up, the Attacker sets up
theirramiy and then the Defender sets up their army. BATTLE lEIIIlTII
A player’s models'must be set up wholly within their The players should use the Random Battle ngth roles
deployment zone, and the Attacker must set up as (pg 65) to determine how long the battle lfist's ' ’
equal a number ofumts as possible 111 each of their two
deployment zones.
IIIIITIIIIT IIIINIIITIIIIIS'
At the end of the battle,aadd uputhePowerflatings of
IllIT IIEEAIIII EIIIIIIIIIIIAIIEII all the Defender’s escapedunits» ('s'eeEsc'apezRoute,
The Defender cannot use any abilitiesyor Stratagerns above) and compare this to the’PoweI Level oftheir
‘ that allow their units to be set up Ohthe battlefield and army (count the entire unit’s Power‘Rating, even ifonly
' reinforcements later. a sin'gle model-eséaped).llf the combined PoWe-r'Rafihg
‘ofthe escaped units is one thirdo‘rl‘nfiore ofthearrhy’s'
Povlrer LeVel, the Defender Wins a major VictoryAny
other result is a major victory for the Attacker,
'Defende'f’s Deploymentone 1 ’
RITIES IIE IIEATH NARRATIVE PlAY
TIITAl REIIASTATIIIN
A single city ruin is be111g used as a safe house and strongpoint for the defender’s senior leaders: The ‘
accomplish their
1 .
1
The Players must" st decide whowfll be‘the Attacker The players roll OE and the ’
l__ —...La
and who Willbe the Defender Both filay‘er's then select first turn. -
a Battle—forged army. The Defender’s a‘rniy can include 1
1.2: .
well when both forces have a roughly equal Power Level . The Defender has 6 addition A
or wh‘ n the Att ckers Power'Level is slightly higher 1
- 1.1.1.51.
their? army using the Concealed Deployment rules (pg 65) to determine how long the battle lasts
(pg 65) and then'theAttacker sets up'their“army.'A
player’s 13:10delsmust be set up wholly withintheir
deployment zone; IIIRTIIRV RIINIIITIIIIIS
If, at the end ofthe battle, the Demolitions Strata‘gem L
has been used on the Defender’s strongpoint, or‘th‘e ; "
PRELIMINARY RIIIIIIRARIIIIIIEIIT‘ 1 terrain feature containing the strongpoint has beadine '
Once both sides have been set up, the Attacker launches v“ fiangerous terrain (as the result of, for example, the ‘2
a Preliminary Bombardment (pg 365): I ‘ Wrecker or Siege Shell Stratagem‘) the Attacker ,
major victory. Any other result is a majorVict
the Defender.
IIIIIES llE llEIIIH NARRATIVE I'lIIY
RELIEF EIIIIIIE
A unit occupying a vital building has been cut off and isolated. They haveheld out for days against several
waves of attackers, but now'the odds stacked against them seem insurmountable. A relief force hassbeen
sent to secure the building and save the garrison before the enemy 'oyerwheh'ns their position.
The attacker aims to demoralise the defenders by way ofan imposing incursion along the city’s mam
thoroughfare. However, jfthe defenders prove uncowedthey may be able to mount a counter-attack, perhaps
striking a critical blow to flieattacker’s strength.
IHE AHMIEE lEI THEM SEE IIIIII AIWANEE, lEI IIIEWI IREMElE
The players must first decide who will be die-Attacker The Attacker cannot use any abilities or Stratagems
and’who will be the Defender. Both players then select that allow their Thunder Run units to be set up offthe
a Battle-forged army. Neither army can include any battlefield and arrive as reinforcements later. Thunder
Fortifications. This mission works especially well when. .Run units cannot embark onto Tkansnonrs.
‘bothforces have a roughly equal Power Level, or when
the Attacker’s Power Level is slightly higher‘than the.»
Defend’er’s. This mission works best with ground-baSed Elli-SI THEN
'armiesthat contain few, if any; units that can ELY. After both sides have deployed the Defender rolls- a D62
. the-- st turn, otherwise the:
on a6“ the Defender has
* After choosing their army, the Attacker must select 1 3 Attacker has the first‘t‘u‘r‘n.. ‘ '
of their units to be Thunder Run uni-ts: these units are
‘ attemptingto advance down the city’s thoroughfare».
Thunder Run units cannot movefinto ruins or Sector VIEIIIHV IlllllIE
Mechanicus structures for any reason. * Any Thunder Run unit can move off the battlefie " ,
edge labelled ‘Victory Route’ so long as; all of its models
can move off the board in the same phase: Any units
, IllE EllIIlEEIElII that do so havesuccessfully completed their Thunder
Create a battlefield using the deployin'ent map below Run —‘th'ey‘are removed from the’battlefi'el‘d and takeno:
and then set up terrain as described on page 6T. I further part in‘the battle.
Ensure that the two short edges ofthe battlefield are
connected by a Street or road that is is sparsely;littered
with obstacles. ‘ V , 7‘ ,, EA‘IIlE lENEIH
. The players should use the Random Battle Length rules
{pg 65) to determine how long the hattkla , .S.
llEPlllVMENI
‘ After terrain has been set up, the Defender sets 15 their
- ' army using the Concealed Deployment rules pg VIEIIIIIY EEI‘IEIIIIINS
and then the Attacker sets up their arm A pl " ‘ ‘ At the .end of the battle, the Attacker wins a» » , a'br
’ models must be set up wholly within .e : *victory if any of their Thunder R‘u‘n unit o' pl'e
‘zone. Thund'er Run units must be set upon street; Thunder Run Any other result'is a major victory for the
in roads; Defender.
away [Jam/1
[TITIES ITF ITEATH NITRITATIVE PLAY
flEflAPITATIIIN
A small, fast-moving attack force has infiltrated deep within hostile territory. Their mission is'to deStroy'flie
enemy command structure and swiftly exfiltrate the battlefield, severing the head of the opposing arrhyand
leaving their foes réehng‘in confusion.
Defender’s
Deployment
'fherwise e gamg ends
hg'hadifihe‘s‘e“
films ur ntnmmmntnrm
BAIIlE lENflIII
1e qu
loyment zone. The diagonally Opposue
7MB!“ man:
- Afthe'end (ifyour first MoVeménL
On these pages you will find three examples of open play Cities of Death
missions — Secure the City, Military Escort and Blood in the Square — that you
can use to start waging urban warfare right away. You will also find a few ideas
below to spark your imagination for other open play Battles; you should feel
free touseitli‘ese hookstas the basis of”your Cit‘ie‘s oieath'battles, or’s‘imply
create ones of your own.
A convoy ofmilitary transports must — ' A beleaguered army must hold out
This quarter ‘o'fzthe'citjz housesar - Two rival snipers race to find: the best
manufactorum. Both armies must position _ mm which to eliminate
attempt to capture this building intaet; cotmterpartm a claustrophobic battle
through the ruins of a fallen hivecity.
Invaders 'areattempting to‘ flatten", ‘e-r
city, razinggevery structure in their; A‘sp'yis sheltering in a building?
wayone 1 ,_ ‘ ' within hostile territory Their allr
stop them Whflst there is stilla mustattemgt to extract them before
to save; 7 patrq is Ellséoirer them.
This citylhousesaholyrshriineg which The efie‘m ' have fortified misapssmdn,
musfirot‘fall’into enemyih‘ands; t“ 7 and 1 , ashel'd‘out far many weeks}
Protect igatany cost. ' ‘ An elitetforcenow arrives to cruSli
' the resistance.
an m IHE 511mm: ‘
[llllflK REFERENBE
CITIES OF DEATH
The rules on this page have been summarised for ease of reference. For the fullversion‘s ofthese tunes
pages 62—64. In the case of any rules discrepancy, the full rule takes precedence.
STREETS OF DEATH
The information below summarises the Streets of Death campaign round, and includes a key forfl're
different markers on your marker sheets. For the full Streets of Death rules, see pages 38-55;