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rip‘AIgN's N-THE ”list MILLENNJIJJ

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 .. ... ...

Streets of Death Camgaigns .......1.38 Thunder Rum"... ...........


' Streets ofDeafl1C3mpai§m$ét=11p...40 Decapitation..................r....
TheCampeugnRound ...........4....._....2 Matched Play Missions
Firgsweep.....,.........;.

', Wfihaninier 40,000,th Aq 1:1’Double»headed


. Eagle 1036 and all associated logos,‘ ,
' .cha'tacters, ‘and the distinctive likenesses thereof, 1119. either ® or TM, andlor © Games Woflg'shop L1mited,
All Rights Reserved

Games Workshop Ltd‘ Willow Rd, Lenten, Nottinghaxn, NG7 WS


games-workshop.com
INlllllllllllllllN
In the nightmare future, armies battle one another to mutual annihilatihh‘bamidst the ruins of civilisation.
Urban Conquest brings to the tabletop the challenge of fighting in the urban environments of the 41st
Millennium, where every building has the potential to become a bastion of resistance or an unmarked and
rabble-covered grave.
to

\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.

An ‘Ork power klaw punchesthrough or slink outofuii’derg’round transit


rockcrete, Opening a new pathvvay tunnels; Squadrons, ofclose-combat
through the ruins. An Adeptus Astartes warriors surge forward before their
Repulsor tank smashes through a quarry can eyen' fire a shot‘in defence.
crumbling archway,- grinding bricks and
bodies alike with its anti—gravitic field. In the 4lst Millennium, city fighting
T’au Sniper Droues rise above piled takes all the'horrors ofWar and magnifies
wreckage, their rail rifles spitting death them. Territory is bitterly contested
before the remote machine‘sdip-back for the tacticalisupremaficy it provides,
into cover. Aeldrari War Walkers pick lives are spent indiscriminately by
their way through the rubble, weapons high command: to " 4
tracking back and fortli.fito.cover every meagre advantage; llfl’i‘lafis all
doorway. Fr0m around ' met-storm but impossible.
Khorne Bjerzerker's, the ’
chainblades eageritd ,, V e. , ess‘treetsrun
red with blood. URBAN WARFARE
Comniandérsithzit have experienced
Warfare Within’the dense terraimofa the horrors ofbattle within the tangled
city involves battles like no others; Tight maze of a hive city have learned that
confines and restricted sighflines ensure even their army’s greatest strengths can
that opponents draw their fiont lines be countered. Theiswiitest of Drukhari
perilously close to one another, often ’ raider forces can find their hitrand-
separated only by a street, abuildinfig or run tactics bogged-down amongst
the ferrocrete canyons H'oled up in
reinforced ruins a1 ' esquad can stave
‘s, negating an
enemys numeriCal advantage as quickly
‘ as the corpses fall before well—defended
Imperial hive City know.each step could killzones. .Similarly,;a column of Leman
be their last... Russ Battle Tanks accustomed to
spearheading assaults can instead find
‘Ihe foe outnumbers
When fighting within aniirban themselves reduced to smoking wreckage
4 us many thousands to
environment potential threatsare by a few infantry squads equipped with
2 one, but let them come.
everywhere. The blastediremains of heaVy weapons.
,We Will not meet them
rooftops serve as sniperinlesjtswhereg
in the open, where they
unseen foes Wait, lininguptarg’etsin Ina city battle - notorygcan Onlybe won
can crush us’with their
the crosshairs of their scope through ruthless eterminatibn. An army
multitudes. To get to
' 1 us they will have to mines lie buried'in the 1117 7 1e f 7 . mustbe Willin , lit-the foelfrom
enter the hive. There, What appears to be onlyahalf—collapsed every.collapsed; bu ‘g, tOjroot out and
we will‘fight them building is revealed as a str'on'gpoint destroy each fireba'se, to seek and destroy
i v for every street. We, housing a squad bristling with heavy each enseOnCed sniper. Around every
know every turn, every weaponryrrTWisted architectural Wreckage corner aWaits some new danger; and a
tunnel, and will make and toppled war machines clutter commander is forcedgto adopt tactics to
them payin blood fOr the streetsyslowing movementfia’nd meet each threatfiiniturn.
each step they take. Let concealing troops. Infiltrators,jsuch.as
them come. ..’ Ork Kommandos, Tyranid Genestealers Terrain features are focal points in
and Ael‘dari Striking Storpions, move more so in a city,
_ - Commissar Ferox,
unobserved through secret passageways where every building becomes the
Hero of Hive Sorbid‘us
next objective. However, not all structures are alike, their twin boltstorm gauntlets unleashing a hail of mass-
and holding a certain building can be the difference rreactive rounds that fills the narrow street before them.
between triumph and defeat Even ruins can be fortified Wth perfect timing, Incépfors bound across roofmps to
into breakpoints, makeshift bunkers upon which loose scything bursts of fire intofoes waiting to launch a
enemy attacks can be shattered. Other edifices become countereattack against their advancing allies.
emergency medicae statiOns’, munitions dumps or
forward commmd centres. Imperial sanctums offer The battle rages not only upon street level, upper storeys I
hope for those with faith in the Emperor, yet they can and rooftops, however. Anti~grav vehiclesand ground-
also stir rage in his enemies. In the builteup and dense support aircraft duel overhead each side attempting to
terrain there are few areas that oifer a- clear 'line offsightxv win supremacy of the skies Although dense city terrain
but these too are co'vetedby all forces. Rival armies rush can hide infantry from prowling, Yers, there are still
to deploy sentries overlooking these spaces, as a single chances to catch enemy assets in the open. A single well-
well—placed la'scannon or railgun shot from an elevated timed strafing or bombing run can stop an oncoming ..
position can inflict crippling. damage. ofiensive in it'stracks, leaving only blood—soaked and
smirking craterswhere massed'foes once stood:
Desperate firefights break out around key objectives.
Here is combat at its most brutal, and no tactic is too in the debris—laden confines ofa. hive city, air support,
underhanded, no ruse too devious. The same battered armour, beasts of war and evencavalry have all proven
manufactorum is taken, lost and retaken in turn as effective, yet the brunt of most battles-falls upon the
both sides commit their. reserves in an all-out offensive. infantry. With (grenades and flamers they force their. way
Small skirmishes escalate, growing into conflagrations into building after building, reducing the occupantsto
— meatgrinder battles that:leave the ground carpeted screaming casualties.
with casua1ties.
Even aagst the most" bloodthirsty andielite, the strain
Each leader strives to deploythe right troops or- of Such harrowing close-range; Vmb‘at takes its toll
‘engines of war at the right time. Where streets narrow There can be no rest, for the foe might turn a corner
to chokepoints, indomitable Dreadnoughts stand or emerge from an unseen entrance at anytime. Wrth
guard. Genestealers hunker down in cover, awaiting battered ceramite armour and faces stained with ash
the moment when their foe approaches close enough and dust, the troops press onwards. Every doorway
to launch their ambush. A squad carrying demolition and hallway becomes its own-battle — a microcosm
charges scurry-to the base of a multi-storey ruin, the ofthe bitter fighting that eb'bs and flows. Long after
ensuing'blast levelling'it. Even as the dust swirls, the ammunition is spent they fight on, using rifle butts to
grinding tracks-reveal a :Land Raider moving into the bludgeon their foes, hacking- and stabbing'm a frenzy to
rubble, the fallen building creating a perfect new fire survival From such hellish environs, only the strongest
lane for its lascannons. An A.ggTessor Squad advances, and most committed warriors will ever emerge alive.
URBAN WAR ZIINES FTH
415T MILLENNIUM
Scattered across the galaxy are many different types of urban environments. All such 'tiesuare
strategically valuable, if only for their prodigious populations. When turned into War zones, howeVer,fthey
make battlefields that will test even the bravest ofwarriors to their limits.

Densely packe‘dihab-blocks, industrial sectors full ‘ or downwards; fire largest of the‘sekconglomerations-are


' ofclanking machinery or the gantry—filled mazesof knbwnas hive: cities, layeredconcstructions ofpl‘asteel
‘ underhives ~ithe composition ofurban sectors are as and reckrete stacked endlessly upon each other. Many
varied as the different planet types-*themselyes. The are thousands ofyears old; their earliest foundations
majority of cities in the 4lst Millennium belong to dating tobef‘orethe rise of the Imperium. Over time
these cities have. grown until they: tower over the
landscape, manemade mountainswhosespires pierce
eonflicts‘occu‘r: the atmosphere. V 7
their ruins.
Within each Vaulted layerof a hive ‘city stands edifice
after edifice, linked by'narroWstreets, and punctuated
IMPERIAL CITIES with billowing smokestacks. 'Ihe‘highlevels tend
'Ih‘e‘ ImperiuflSffiOpulation is S was: $10 the towards opulence and richesxthe'homes of the rulers
unimaginable in scale. A high'pfercentage ofthis and nobles. The middle tiers‘throb with the machinery
uncountable number is concentrated'in enormous ofimmense'indiistrialisation, While the lowest levels
urban sectors These cities grow so large that their are another WOfld altogether ,— dank places, full oftoXie
' borders overl ther metropoliges; sprawling until _ sludge pools, and inhabited by the most desperate
there-is no trier Aspacein‘ which to expand save upwéids ofwre‘tches. -
It is estimated by the Estate Imperium that over eighty- torment in order to prolong their own unnatural lives.
five per cent of the million worlds ‘underImp'erial Necrons wish to destroy'alls'igns'bf those who would
control have at least one hive city cluster. Planetswhose usurp that which isri'ghffully theirs. Orks simply want
surfaces are primarily‘covered with such structures to engage in the bestbattl‘es they can find, and their
are classified as hive worlds, and they are estimaated to Mekaniaks covet Mankjnd’s industries, seeking to
comprise between ten to twenty—five per cent ofthe dismantle them for partsto use in building their own
total More accurate numbers are not possible due to the weaponry. It is Chaos, however, that poses the greatest
multiple codification systems, varying tracking agencies, of threats. Hives are the, perfect places for the agents of
and the endless strata of bureaucracy that are endemic Chaos to spread sedition, and the armies of the Ruinous
within the Imp’erium'. Additionally, due to meessant Powers use Captives to even d’arkerpurpose. '
war and colonisation, worlds are lost, reeconquered or
discovered on a daily’basis across the galaxy.
XENOS CITIES
For every hive city that might be called typical, there Vast population centres are not monopolised by the
are othersthat defy the senses ~ P§¥hapSJhuilt atop an Imperium. Many xenos races: also strive fer galactic
unlmown power source, drowned‘jhy a polluted sea, supremacy, and hundreds of thousands of alien- .
or constructed using materialsunidentifiahle to the inhabited cities are scattered across the stars..These,are
Adeptus Mechanicus. Some are devoted to a single often radically diEerent innature to the hivesprawls of
cause, such as those found on a shrine world dedicated the Imperium, such as the Aeldari’s graceful spacefaring
to the worship of the God‘Ernperor, or penal hives nations, known as craftWorlds, the continent-sized
where prisoners toil to rapid deaths werking in the most scrapyards produced by the Orks or the buried
dangerous of nianufactorums. catacombs ofNecron tornb worlds. No few xenos cities
have been erected on the back of human dwellings.
All hivesrare defended to the utmost by the Imperium. Some are parasitic, for example those founded by
Standard military doctrine states that under no Genestealer Cults, while others — such as those built by
circumstances shall a domain be relinquished to the foe,‘ greenskin or Chaos Warlords — are raised up from the
and the more heavily populated the planet, the more wreckage of Conquered worlds, whether through pure
this maxim applies. They would ratherfeeds illio‘ns pragmatis‘mo‘r. as a vindictive act of Superiority over
of theirsoldiers into aoonfli‘ct that could lastde’cades their vanquished foes.
or even centuries than abandon a hivegev’err if onegi‘is
reduced to ruin the Imperidm will seldomgive up the
right to rule over the. rubble. ,
'EGri‘m'shiel '— could hear the greenskins on
The ‘hot a step backwards’ approach adopted by the
the other side of the barricade ofrubble and
Imperium partly stems from a desire to preserve the
hives‘ vast quantities of manpower andindustry, but
burnt-out tanks. Their howls could mean only,
"one thing: they were Working themselves up
there are also other, less quantitative reasons. Although
for yet another charge. Known by the Imperial
massive in scale, the empire ofMankind-hangs
" forces as Fortress Defiant, the position was really
precariously, beset on all sides by predatoi'yxenos, and
only piled debris and sandbags‘nestled amongst
the omnipresent threatlof Chaos. No world is safe from
”the Base ofa ruined basilicanum. Still, the
the tendrils of corruption. Even the most loyal bastions
Ork dead that litteredthe street attested to the
can be gnawed from within‘by traitors, and the threat
‘ effedtiikenfisfi of th‘ A .a Militarum defences.
from the warp grows stronger With every-passing year.
‘ t ‘ " uted Sergeant Zimm,
Each‘eity that falls sends Waves of sedition rippling
‘ squeezmg off shots wr ' his l’a‘spistol 1Get that
aeross the stars Every Imperial holding is a symhol,‘a ‘
heavy bolter working, e screamed, turning
. sign of M’atnkind’s Might, of the Emperors diVine rule.
to see why theirlbne heavy weapon was silent. 7
The hive cities must hold fast.
The nesi'was .ernpty,.and Zimm noted the trail
of bloqdrl’cading to the a‘jar cover-plate of the
AINVADERS sewérfltwas already too late“:
'Of all the war zones across the galaxy few present the
tactical challenges of assaih'ng anenenty withinthe
confines of an urban environment. Despite thi§,.an
‘ Imperial hive makes an irresistible obj'e ’ 'vejto many
“seems races, a target beyond merely scourin enemy
‘338étsbrs'ecuriflg a strategically'vital location. Tyranids
acraveito‘harvest a hive’s vast reservesdfgenetic stock,
while the Drukhari seek endless. supplies of slaves'to
EEBTIIRS IMPEfllfllIS
At the core of nearly every hive city in the Imperium can be found the Sectorsllmperialis. Such precincts
are dense with gothic, cathedral-like structures rising impossibly high. Here the gears of bureaucraticf'
powers and manufacturing forces turn the cogs that churn the vast edifice of the Imperium itself.

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

Sector Imperialisriis by far the most Widespread


classification,-and describes the most ‘ ‘ed and
populated~_ ’d'visions within a hive. In such isecto'rs’canf
befound-‘Ee ' ingfbillions 'of.(:itizens. There, labourers
toil for long shifts in workshops, making ammunition,
chemical agents, reprocessed food or countless other
- synthetic wares. The majority ofhivestt‘are Self-sufficient,
with all hurnan requirements — nourishment, water It is commofi > Dough to see suchruined buildings
andiair— produced and recycled mthin the Sector's ever-17m the dét‘ofthembSt crowded byways. Some,
Imperialis. It is true that such. products, including» . “ofthese dilapidated skeletonsof former structures
atmosphere itself, are gritty, polluted and unwhole me, are eventually repurposed, the oldedific‘e serving as a
but they are capable of sustaininglife. foundation. Othercollapsed buildings are sifted through
for scrap andnsable remains, the piled rubble eventually
In addition to manufacturing, endless branches of. becomingrthe abode of vermin that nest in the debris.
the Adeptus Administratum can b " ‘ und within Those hive titles that have known major insurrections
the Warreris Sector Imperialis Scribes huddle 111‘ o‘r invasions are worse still, with entire precincts gotted,
, alcoves, their quills scratching out endless records craters lining the streets, shellholes and blastm’arks
that are collectédrby augmented'servitor—porters that ‘pocking every wall, and the. fire;—blackened remnants
haul the gathered-materials into deep storage vaults. . 'of equipmenttoo damaged for even the scavengers: to
All manner of adepts, autofsavants and other menials' make use of.
engage in civil drudgeries. A goodly proportion ofth VSe
lower—level workers toil themselves to death in meagre, For the inhabitants of the Sectors Iniperialis, their?
conditions to complete tasks that are:neither understood eitistence'is grimin'the, extremefil'iie‘ conditions harsh,
nor needed, yet they continue as time—honoured overcrowded‘and unsanitaryLFOr-all of that, these
tradition demands; ,~ Sectors are Widely viewed: bythose that have never felt
their sun’s rays or beheld the uppe spires as glorious
At thetoll‘ing th‘e bjel‘ls tlie'shiftsichange and the ‘ places, andr‘su hithey‘are 5% 1 n comparison to-
narrow streets and avenues of a Sector Iinp'erialis,.are other, infinitélyimore dismal locales 1n the hive, such as
crammed with human traffic. Somehead for mag=trains, the Sectors'Periferus or Inferring:
AT WAR and mobile companies, as huge various heights and dipped fields
Considering the sheer quantity of formations are simply too difficult ~ of sight, it is avdiflicultenvironment
resources and materiel that can to control, track or manoeuvre once for" troops on the ground to $6 the
be found within a hive, it is not they enter the hive. These forces. whole picture. Even the sounds are
surprising that they are frequent sweep into the Sectors Imperialis on" diflicult to triangulate, as they echo
targets for attacks. When enemy multiple fronts, scouring out foes and reverberate 0E the canyon-like
troops enter a hive :it- is invariably and seizing key terrain features. walls of the steep building faces.
the Sector-s Imperialis that‘b‘earthe
brunt of the fighting, Unlike a more conventional battle,
where-e'nemy contact often happens
BeCause of the labyrinthine and along alcontinuous front line, the.
heavily cluttered nature of a hive, fighting within a Sector Imperialis
they ofier the perfect tactical is morehaphazard. While one
ground for defending forces. At the squad advancesunchecked on one
onset of battle it is they that have “1:111? ofattack, another squad along a
the better knowledge? ofroutes, ‘ parallel-street are halted asrviciolis,
hidden access ports; and key ' clos‘eerang‘e firefights erupt. (
terrain features that can provide
some type of military advantage. Hive worlds are gloomy places, full
In many cases, however; bombing ofshadows and ambush sites. From
runs, artillery barrages, Titan- out offlie darkness of dense cover
provides cover, my squad
level weaponry, orbital strikes streak glaring las shots, plasma
. ,. s’Weeps and clears. Keep
or especially heavy fighfing can bursts, and tracer rounds. Distant
“ your frags ready and
quickly alter a hiveés landscape explosions r’ocktheground, while
q 1. your heads on a swivel
drastically, changing it'to oneof dust and‘srnoke fill the already
"’ b'o'ys, those snip , s-could
rubble and blasted rui-Tns: thick and acrid air. Shots ricochet
be anywh—’ '
intihe- cramped environments while
To navigate this’u‘rlbiaii maze, canny Explosions along the upper storeys I I —'L"dst Words ofS" tNabanoV‘,
. LVostrOyan 122ngirf‘Sgtalker's’v
commanders organisE'their massiVe send showers of splintered rockrete
armies into more manageable raining down. With buildings of
STRUCTURES OF A SECTOR IMPERIALIS
Many different edifices make up a Sector Imperialis, but most are rendered in the classic architectural
style adopted by the Imperium— vast and grimly gothic’. The following Is a guide to the most common
structures found within a typical Sector Imperialis.

THE ADMINISTRATUM Manufaetorums aremarked by the symboliofit-hé; -


The Adeptus Administraturn'i’s the largestof all the Adeptus M¢chahiéus,,.and‘ many ,bear- heavy blasféioors.
departments ofthe Adeptus Terra. It is so impossibly Glad?1m fenesteel, these impo in'g shutters.hern) ally
unmeldy that some of the different branches work at seal the building, protectin ,
odds with each other; pursuing contradictory goals inside as well as ensuring only a portion of the 0 :en
and ejzen supplying coutradictory informatbn. An highly tome waste they produce leaks out; Some
Admirnstratum building could hense any mimber .‘ particularly harsh industries, also usethe’blastdoor's to
of goyernmental agencies, such as those that deal fiensui‘e their workfofee can never leave. -
with tithe collection, psyker registration or historical
revision. Each of those offices might be supported‘by It 152) common superstition Within the Imperiu’m that
any number of additional datamills, censoriu‘ms or to merely bring an‘ obJect with a machine spirit Within
tironernus (recruiting) agencies. There are hundreds the bounds of a manufactorum protects it against
'of diEerent civil oflices for each planet, such as malfunction andmischance, Those who ddhattle
departments which dole out mininge’permits; track beneath the shadow of such a building receive more
abhuman bylaws or process inner—-hive atmosphe ' tangible benefits as w’ell— in the midst of Combat-,-
' discrepancies The entirety of any we: opportunlstlc warriors often take advantag o" 7
filed, indexed and updated daily by 2191110110 : manufactorum’s bounty helping themselves.to asteady
of bureaucratic menials new of ammunmon ormed1cae supplies.

Administratuni buildings are nearly alway nd‘ tifierl


m J 1

are often targeted by enemies, an


particular take perverse delight ‘
IroniCally, thanks to the massiy
importance of each ofthese st‘r‘fiéfures .t ‘ the Imperial
cause, an enemy can neverbe sure when d: troying an
Adnnnistratuni bu-ildin' they are crippling a hub of:
' the planetary goverm'n or simply wrecking an office
thathoarded needless data

The One true Sanctum Impenalis 15 the massive complex


MANUFACTORUMS within the Imperial Palace on Terra. From there the ,
Manufactorhngsggaretheu1qn1itous factories of‘the Empe'm‘r ruled and to this day;still resides, interred
Imperium. Each is controlled by one of thetvafied w1th1n his: Golden Throne. The sanctums within ahnfes
branéhes oftheAdcptusLAdministratuIn,‘ while 7 Sector Imperialis are named after this famed landmark
theaAdeptus MechaniCu‘s‘ aids with‘th‘e' supply‘and tn 1s said that some small portion ofthe inner light
maintenance offlleir machinery. Many mmufactoruiiie ofthe Emperor himself shines upon each structure that
hous'el-Vproduc’tion lines) that make parts fOr‘l’arger I bears the name _
assemblies — for instance, there are hundreds, of
different buildings that each make one ofthemyr-iad; A heacon to the:d an, each I
components for a'specifie filtration vent, and another;
vast structure where the product 1s finally 757611151; , ’ ,religion‘in the Inipermm of Mankmd— and is opeiiated
Others create items from start to finish, suchias the by'the AdepmslVIinistorum, commonly lmown as :the
manufactprum lucernus, a: forge-plant which processes Ecclesiarch’y’. such structures
human cerpses'and renders themrinto canhlesrzjor ,1 H
the ‘cibureum, a factory that creates biofiieltg poWer ‘ God——Emperor that embellish Its walls arid portal. guard
stab—lightsout of the fungus that proliferatesWithin' against‘rna‘lign entities and so‘r'ce‘ries. Perhaps it is the
atmospheric conductors. power of faith made manifestJhut in times of need such
structures often glow with a ghostly nimbus. However, OTHER FEATURES
only on villing to risk being branded a heretic would "The aforementioned building types might be the most
suggest‘th’e light emanates strictly from the autolumins, ‘ only found in a hive’s Sector Imperialls, but these
stonelanterns or Censers borne by the carven statues. aré"a: minute fraction of the varieties of structures feund
'Ihere haveébeen numerousreports of these lights withi [such zones. There are innumerable shrines,
actually driving awayfoes, for example, sending garrisons and training facilities for the planetary
Daemon : h’ king into Wisps of nothi‘ngness or causing defence force, storage tanks, dockports to receive tranSit
k mobs to halt their charge and gape in from orbit ‘ spadecr‘aft, and- warehousing to store it
awe Whether ’ he’se are true events or all The largest of generatoriums are seen in heavier
industrial zones,,but smaller ones and countless relays

through the endlessn'oWs ofboildmgs Maghft stations


allow cargo or people to be moved vertically to upper or
, _ , , . 1s eralnurpci‘sés» lower levels. Tangles of weathered gantries criss-cross
within ahiVe.F1rs‘E_an‘ foremost, basilicanuiii the skyline, enormouswstatues commemorate anything
is a meeting plat dministration purposes, from heroes of the impér'ium to particularly ego—driven
2 mm for the varied ranches of e Adeptus planetary governors. Runningthrough all levels of a
Administratum Secondly, many of the buildings serve . hive are coils of cables, Vents, access ’ti‘innels, pipework's, 7 ‘
as dvil law courts for,their hive precinct, where the g ‘ = _-ai*1d drainage canals. Theiseféatures are larger andmore:
fievant Administrahim officials can resolve disputés. 1 prevalent in more in hialareas, but can be found
Emily, and mostimportantly;to hive——dwellmg . throughout every Seegor. .
ciizens, me basillcaii‘um acts as a broadcast point for
Ruins are commonplace in any hiife, andiconié inmany
shapes, sizes and degrees ofstructuralintegrity. 'lNhere,
fighting has been partiCularlyfie-rce, entiresections
ofhives are nothing but craters anda fiéw skeletonsof "
twisted girders. In some forlorn districts shanty towns
Mons ofpsyker quotas are discussed. Most abound. Although these are more common in ~
imfimnm‘fis are built along STC guidelines and contain; funderhive 0r outskirts, such scrap-built hovels can he
m colomiades that divide the space into long ' found anywhere, teeming with mutant outcasts, savage
m with an apse at one end. It ls there that ofllcials - gangers and practitioners of proscribed religions.
manly called PrefeCts, thoughthe name varies by

‘In Vogen we had to fight the rebels'in


the streets, in buildings and m the gutters.
We were ordered 1to clear stron-

m are typically named for a sponsor,


is znohle from the spires This 18 one wa‘ for an
mgz‘sng
crindividua'lto garner Status endgaai'eputation
n & E4312, as well as to ensure magistratmn rulings
in!!! i’fl-I chosen proclivitiesf: (it isiiiot uncommon for
fii intrigue or even openviolence to detennine
mat éa basilicanum between feuding factions,
M some Administraturn agencies resolVe their
his amply by building another basilicanum.
SEGTIIRS MEEHANIGIIS
The twisted industrial sprawls of the Sectors Mechanicus cover innumerable worlds within the Imp ium.
The very air throbs to the sounds of heavy machinery as such districts forge, pump, constructand -
manufacture to fuel the impossibly vast Imperial war machine.

The Adeptlis Mechanicusarethe Priesthood ofMars. COMMON STRUCTURE-S


It is they , ho supply the Imperium with mechanical As centres of industry’sectors Mechanicus contaifirall
mannernof 'structures,including manufactorurns, forges,
foundries, refineries, furnaces, extractors, compactors,
Teché‘Priests might advise mannfactorums, and-may incinerators, fabricators; replicators, reactors and more.
even‘help the Administratum run: them, but for truly No few ofthese clanking, churning,~ grinding edifices
heavyindustry the followers of the:Cult Mechanicus are mysteries even to the robe‘d priests that deVGtiOnally
don'o't r gnlarly admit outsiders: This takes‘pla’ée attend to them. Some, machines risenpwards‘ for-miles,
instead‘within the Sectors Mechanicus, each comprised 'latticed witlrrnsted gantries allowing access to armies of
of labyrinthine strata of machinery. Much oftheir Servitors and low-level tech menials.
equipment pre-datesxthe Imperium — archaicpieces
from the Dark Ager'of Technology --yet whether revered ’flre‘infrastructure of'a'S‘eCtOr Me'cli‘ahicu‘s is more"
ancient or'newly built}: all machines are treated as divine. heavyweight than any other hive zone. Endless
Many of the devices" purposes have been lost over the arteries ofpower conduits, promethiuin relays, and
years, or shrouded bymysterioussritual, yet each‘is pipes carrying any nu "her of alehemic mixtures»,are
' bathed 1n sacred unguents and its parts occasionally netWOrkec'l'in a tangle ‘ maze from one enorm '7
taken apart and reassembled in holy ceremony. 7 to another. Entire fields of smokestacks, chimne
and galvanic magnavents discharge horrifically high
SectorslMech‘anicus nary greatly in size, The term can. volumes of ollutants so that the air is thick and black
refer to an mdustrialr-‘icomplex‘wuhin‘a hive, perhaps
coverin ozens ofmiles, or it couldbe an entire her‘foundrthrOUghout a ‘ector Mechanicus, including
hive itself —a vast conglomeration of machinery and ' servohaul‘ers; industrial magtrain lines, therinic plasma
pipewor'k that stretches further than the eye can see. regulators, servolifters and maglifts.
INDUSTRIAL WAR ZONES Troops that are tech~savvy can use the machinery of a
Armies seeking fuel or technology can find no better ‘Sector Mechanicus,. crushing and“battering their foes
target than a Sector Mechanicus. Those foes wishing with the tools of indusiiy'For the incautious, plasma
to cripple the Imperium’s ability to wage'war in a batteries can be used to overcharge, weapons so that they
sub—sector will also make such industrial zones their unleash blistering firepOWer. Overloaded pressure valves
objective. By laying waste to the central processors can explode to send‘wide swathes of deadly shrapnel
and refinery clusters in an industrial region, enemies outwards, while timely Venting of thermic ducts can
can shut down power tolth‘e rest ofthe hive, or silence immolate the foe in gouts of flames.
distant defence batteries before an upcoming offensive
is launched. To fend off such salvage-hungry invaders
or enemy sabotage missions, the forcespf the Imperium
will go to great lengths tondefend: their production
centres. Toi thoseo‘fthe Cult Mechanicass protecting Since the Imp‘e s founding countless battles
their precious machines is. everything. ‘ have been foughtin all manner of hive cities _
g3 across the galaxy Some are heroic sagas,,oth ‘ rs .
Battles fought within a Sector,Mec?ha.nic;us"share some ; cautionary tales of the horrors of war The 41st
semblance with those that take ply,» 1n other-hive g'Millenmuni alOne boasts tens ofthousands of
sections, such as claustrophobic spaces, ample-cover * fierce battles‘thattook place within the dank gloom
for ambushes, and limited lines ofsight. The heavily of a hive city. The defence ofPetrostok 1s used by
industrialised nature of the sector, however, adds its , Commissars everywhere to speak of resolve, while
own hellish new aspects to combat. the heroic stand ofHades Hive:on Armageddon .
has become legendary, and those that feught there
and survived are fillcommemorated for it. No
less famous 15 the sacrifiCe of those who drove
1 back the xenos invaders at Helsreach Hive. None
have forgott massacre ofGathamol, or the
treacherousgfe the fall of Vogen upon the
: planet of’Kh‘aiian. 1

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 '

Some precincts within-a Sector Mechanicus' are so


packed with pipework'that it'wc’mld be iinphsSiblé for an
"army to traverse them. Smallymobile kill teamsar‘e sent
instead, winding their way through narrowicorridors
and access channels. They must be wary, for doubtlessly
foes send out their own reconnaissance, and clashes are
inevitable. In shah r‘e‘stiicteclspaces a few c hold off
many, and desperate and bloody battles‘r‘en'sue as each
side struggles to seize even the smallest of passages.
THE BATTLE Hm
BIIHE HIVE SflElERIls
What follows is an account of the Battle for Bore—hive Scelerus, a hard—fought campaign regarded by
many of the greatest military minds of the Imperium as an exemplar of the types of combat that occur
when forces clash amidst the urban environments of an Imperial hive.

VIGILUS space battle in favour ofthe invaders, the majbrity of


The Adeptus Mechanicus of.Stygies VIII have the fleet crash—landed ontotheimany wastelandstliat
established nlus as-a key stronghold. Teeming with skirted tl‘iersprawling hive cities of Vigilus. Using their
Imperial citizenry, it is a planet vital to the Imperiuni ' wrecked craft to build .scrapsfortresses ands‘all manner
due to its vast reserves of manpower, the energy of weapons and war machines, the surviving Orks
it supplies to many sub-sectors ofthe Segmentum began to assail the massive hivesprawls The Imperial
'Obscurus, and its status as the sole manufacturing-point forces drew back within their respective hives and sent
for the Bastion—class force field. Furthermore, since out distress signals. Greenskin assaults followed, but
the opening of the Great Rift, Vigilus has stood upon they were largely turned back, stymied by the nefivdrk
[the edge of the ImperiumNihilus', essentially standing of Bastio'n-class force fields fliat protected each
guard over one end of the infamous Nachmund colossal cities.
Gauntlet — the best—known passage out of the warp—'
storm-riven galactic north. To Mankind, while Vigilus The warp storms that had deposited the Orks grew in‘
stands it is a beacon of hope, yet the world is also a intensity,_turning into the epic; anomaly knowii as-rthe
tantalising prize: for xenos and the forces of Chaos. Great Rift Mass'n're psychic shock waves rolled across
the galaxy and this surge of Warp energy revealed flaws
Growingrwarp storms threatened tocut 0E Vigilus, in the Bastion—class force fields, both on Vigilus and on
and as the maelstrom grew it vomitediforth an. Orlc w ‘ hundredsvof other worlds. Overcome by malfunctions,
fleet. Here was an anarchic‘armada of'Serap-craft the Bastionforce fields flickered and then failed? - -
beyond count, and all bore uncharacteriSticaIly
powerful engines. After a brief and mostly one—sided
SCELERUS
Bore-hive Scelerus'is located upon Megaborealis, a
continent.over which the Adeptus Mechanicus holds
sovereignty. Long ago, Tech-Priestsplanted titanic drills
that penetrated deep into'theplanet’s crust, and over
the courseofcenturies massivehives of industry sprang
up around each one. Of these bore—hives, Scelertm is
a mid-sized sprawl, yet it is ofespecial note due to its
high production of geothermic power. Located atop
an Alpha-glass thermal stack, Scelerus alone generates,
over fifty per cent of the energy needed to power
the continent.
m

With its great import, Scelerus boasted a garrison .


of Skitarii Legions double that of other similar sized
Bore—hives, as well as a formidable array of Knights, and
an entire Titan Legion. Its ruler Tec-h-Priest Dominus
Ipluvius XIV: also Sat upon the Vigilus-ruling order
known asrthe Council of Cogs. O’ffinal note, b‘etapse
of the preponderance of drilling on an epic scale, all of
Megaborealis - and the boreihives in particular-.’ are
regularly subjected to earth nakes. The drillinghas
unsettled the planet’s tect‘o . ,, ates, and even V ‘5
reinforced structures OccaSionally succumb to the
planet’s most violent upheavals.
altogether. The Great Rift had opened, nearly splitting
the galaxy. Across Vigilusthe howling winds whipped
up great dust storms, cutting Scelerus ofl from’all vox
comms. The defenders peered out into the rising storm.

PHASE ONE: BREAKTHROUGH


With all manner 'of pollutants stirred into the air,
the dust storm proved iinpenetrable‘ to visionand
auspex alike. Alerted to thefailing shields by skulking "
Kommandos, the Orks oncerrnore raced to the attack.
The speedi‘est contingents, mun-any, arrived first. In the
midst of the oncoming storm the OrkSpeedwaaagh!
spearheads accelerated towards their targets;

The impressive array ofweapon 'towerseand gun


emplacements that lined the perimeter-; walls of
Bore-lfive'Scelerus had little chance of stopping the
oncoming hordes. Under normal conditions — even
given the‘planet’s choked and pollutEdatmosphere — the ‘
guns could have opened fire When the foe was many '
miles away. In the unnatural storm that now-beset the
hive, the weapons’ effective rangelwas limited to a few
hundred yards. Given theaspeedfofthe closing Ork ‘
vehicles, it was no contest.

Ork Warbikers, Warbuggies, Trukks and heavier scrap—


ASSAULT 0N SCELERUS tanks‘ blasted holes through rockrete walls and smashed
Before the Bastion—class force fields went down the down:gateways. Within moments, hundreds of Qrkj' I
invaders had fared poorly inattacks upon-SCelerus. s'p atheadsrhad broken into. thebore—hive. Some Orks
The force fields had provided a dual layer ofprotection debussed from their Trukks, pili’n‘gbut to smash into
— a psychic screen ensured that living things which defenders or to loot the first buildings they encountered.
attempted to pass through its shimmering field fell ,Most greenskins, however, continued their reckless
into ‘a Coma before they took their seventh step, and journey, moving at breakneck speed into the iron
encroaching machinery tripped electro-magnetic fields, labyrinths that made up Scelerus.
sending out spiderwebs of crackling lightning that
converged on any vehicle that sought to pass. Even Ork Shocked, the Adeptus Mechanic'usrdefenders awaited
attempts to overload the force fields using massed attack 5 orders, but‘S‘eelerus’ leader, Tech'e‘Pfiest Dominus
waves failed, as S‘celerus had power supplies to‘spare. Llpluvius XIV, did not issue any. Instead. he did ‘
Something the upper echelons of the Cult Mechanicus ‘
After repeated attacks with no success, the Orks rarely do. .. he froze. Alarmed by the force fields’ failure,
withdrew to their scraprmetal yfortresses, already the warp storms’ strange effect on machine spirits,fand
starting to feud amongst themselves. With the defenders the sheerspeed at which the OrksWerepenetrating
having won some breathing space, the Bastion fields of deep into the urban sprawl, Ipluvius became trapped in
Sceleru‘s were powered down and servitor crews in their a dataloop, broadcasting no orderswhatsoever. 7
tens of thousands were sentient to clear away the xenos
debris, cullingany injured greenskjns as they languished The greenskins pressedtheir advantage, with over a
in the wastes. Although several Orkish ambushes hundred'Speedwaaagh! s compeing to driver deepest
attempted to thrust into,_‘th " 5ts’kirts, the shieldswere ‘ into the hive. In the‘more-openfiector Mechanicus , .
powered back up b‘efoite- ylarger scale 0&1: aSSaults zones — siuchas "the refinerie‘sofK’raJncon and the slag
could be mounted. I fields around each of the drillzones '— the fast-moving
Otkbattalions proved unstoppable. The speeding
And then the smog—polluted skies grew strange —' the“ convoys streaked though the hivel'eaving a trail of
writhing clouds swirled, and'fOrrned leering faces. WIECkage behind them. Acting on protocols alone, the
Across the planet cogitator’si exploded, and all channels defences of the Skitarii were poorly coordinated.
ofbin‘haric staticecode tackled: with vile’voices.
Amidst the growing turmoil the Bastion force fields ItWas at this time that the Geriéstealer Cult
across Vigilus flickered, blinked, and then disappeared ofMegaborealis began their uprising;
THE WYRM RISES orders or the oncoming Orks, they instead-found
Hundreds of years ago the Adeptus Mechanicus themselves ambushed. Maesed- Purestrajn..Genestealers‘
unwittingly brought a Genestealer to V gil11s. From that poured forth-fromalldirections to rip them apart.
single creature spaWned many, until axenos cult had Elsewhere, promethium refineries were sabotaged, their
spread to infect nearly every bore-hive.iMany miners, flanies burning high enough to scorch through multiple
subterranean water—harvesters and even the human hive—levels. Using long——known passcodes, cowled
parts of servitors had'been infected by the‘xenos seed. Acolyte Hybrids entered defensive emplacements and
unleashed slaughter. Thousands of attacks swept over
ThevCiilt 'ofithe'e‘Eaii " ' ce‘s had notplanned. to " ms, from the central pits to the latti'cewor f
”rise up toeonqiie . e world until their stranglehold en .r-gy pipelines. The Worst was Still incomes-however.
upon Vigilus was lethally tight — a’ time they saw as
decadessin the future. The Ork inVasion expedited their Although the uprisingwas premature, the cult had,
plans; Word was silently passed between hundreds of spent centuries planning their moves. It was’Magus
signalle’rs So that across dozens of hives thebroods 7 ’Slygaioc’s duty to ensmeit‘he Titan ,Legionn'stafioned
erupted out ofunderground dwellings; at.SE:'ele1-us never left? tlh bore-hive. The Magus had
‘ed three weapon ' ' 71 1 waszjtiime
The splinter ofthe Pauper Princes i11:Stelerus, the to deploy the first.
writhing Wyrm, was led by the Magus Slygaxx the
VPrOphet. With inhuman synchronicity'they burst forth If hadtaken great effort to capture a vortex missile, and
in well—planned ambushes. The cultattaeks' caught even more to keep ithidden'in the undercavesi When
the already paralysed Adeptus Mechanieus' forces the'sil‘ent call came, the: operatives began to
with perfect timing. While 5 ii Legions stood in ally excavated tunnels that led directl'
formation across hiVe 7 ‘ ‘ts, awaiting either mam underground bunker compleXes w
Ferroxns awaited the call .to duty.

Scores of nearby raids kept the guardian Skitarji


Legit'ms occupied around Ehe perimeter ofEhe Ferroxus
' 7" pound. They were but diVersions, as the real

. hi6? Titan Legion‘gua‘rdians discoveredrtheplot,


randalthough Skitariiandhattle servitors fnhtwith
d rat'evalour, theyrcopld not prevent thetsuicide
teams-Rom detonatingi'their deadly payload: A hole

It is unknown whether Dominfis Ipluvius


XIV had his mind shroudedby the psychic
powers ofthe Genestealer‘Cult, ifhe Was
insepacitated by the warp storms, or if
his :cogitator—aided mind had merely '
slipped some gears. Had he beenrlin full
command of his faculties it is doubtfiil:
he w0uld have held the awesomezpower
ofafulLTi‘tan Legion in reserve

The finalthroes of’ILegion l?"w rroxgs


Ia‘ geyser offire ; '
ripped 'out of the hive and into
the stratOSphere. With that; the ,
brainlocked Tech-Priest Dominus - -
was plat; din storage against his

Nesium drike issued long strt 0‘ '


commands. to the Skitarii Legions.
Even before the Mechanicus defences reorganised,
the Crlcmomenmm was faltering: Many Speedmobs
had drifted offto loot, while others ran shortof fuel
and made desperate bids to capture refineries. Lacking
the directionrof the Supreme Warlord Krooldakka —
~ whoseeyes were elsewhere on Vigilus—‘the Orks
haphazardly spilled into the outer rings of the
boreihive, fighting amongst themselves for
possessionofcovetedloot-piles.

In the mayhem, Skitarii kill teams


hunted the tundercaves for Genestealer
Cultists,»searching for their, hidden lairs
and coirert operatives. Ambush after
ambush followed, with each side landing
, [I " upbrl the other, but making no
significant headway. Frustratingly, the
Mechanicus forces could never seem to
bring their full-might to bear against their
foe-e". itjwas a war altogether different to
the one being fought simultaneously against
the Ofks; ' '

Entire legions acted in concerfto drive back‘iinitia'l'


greensldn incursions, clearing the heavy industry
sectors in a series of large-sca.le battles. As the multi—
year campaign advanced, the fighting ground down In Sce‘lerus, a strike force of Iron Hands from Clan
to a war of attrition fought over roughly established ' Kaargul arrived under the command of Captain Arl‘aan.
lines drawnhetween the ruins. A kind of status quo ,Eehmd a vanguard wedge formation of three Repulsors, _ '
cameiinto-being. Each side launched occasional all-out 7 the Iron Hands passed through the no mans land and
oEensiVes, onlyto advance a few hab-blocks before penetrated the Orks’ Deffline— a formidable miles—long
grinding toahalt. Afterwards, each sidegwas content to barricade that walled ofl? Grisport, the northerly-most
fortify flieii'n own positions for a time, regularly sending 7 landing pads. There the greenskins had scavenged the
forth patrols toreconnoitre and harasstheir foes. Meéhanicu'sair fleets, turning them into their own
Scrapjet’s and Deflk‘optas The running battle that raged
For'their part, the Orks had squandered the majority , amongst the various hangars, elevatOrs and landing 7
oftheir vehic‘lesfin the initial onslaught, and Were now pads was devastating to the newly created ®rk air force V "”"
rebuilding, All along the Bore-hive Scele‘rus perimeter
thé‘Orkswerej dismantling manufactorums at an
alarming rate, turning the scrapover to their Mekboy‘z
so that'th’ey might repurpose it.

PHASE TWO: COUNTER-ATTACKS... .


After years ofbitter fighting amongst the outer zones of
Scelenismtnew phase of the battle began with the arrival '
of the first Wave of Imperial reinforcements. The bulk
ofthese came from a crusade force that been fighting 7
"in the nearby Stygius war zone, and included elements '
from: a number of Space Marine Chapters along with On the’ground the Iron Hands advanced, pouring
manyhattle-hardened ‘regiinents of Astra» Militaru’m, fire into the roWs of Fighta--bommers while Inceptorjs’:
mast famously some from Catachan and Cadia. ‘ leapt upwards to the gantries. that criss--cro’ssed abov're,
blasting Ork pilots as they raced for their machines,
With the Council of Cogs'in disarray, deployment of and shooting Deffkoptas out of the skies. It was a ma or
rived- trodps w piecemeal 'Iheije was no victory for the Iron Hands, and helped to reclaim t
S‘m' a er, and various Impenal factions Jeach' used ' northern sectors of Scelerus. Meanwhile, the for
of the Adeptus Mechanicus had launched their own
assault against the Orks.
With the Iron Hands diverting the Orks’ attention to heavy brigades alongside air power, but following the
their scrapjet runways, Archmagos Nesium Caldrike destruction of the Grisport hangars in now sought
proved himself a formi able commander. On his orders :iswift revenge:
theSkitarii Legions, buoyed with several regiments of
Astra Militarum, overwhelmed the Deflline'barrier.‘ The advancing forces met at halfa dozen plates,
including the Calcésium - a massiveiten—mile-long'
The Imperial forces swept forward Where They met {gear manufactorum. There, amids’tftlie blackened ruins
fierce resistance Caldrik brought up the Knights of and twisted girders, Knights duelled Gork’anauts and
House Sablus, a con that guarded The vital central Morkanauts Infantry on both sides sought to‘ support
their larger war ma 'bines, slippin ongh maze-like
orealis with energy relatively ungua‘r 'd, but channels in the rubble before emerging at the enemy’s
Caldrike interpreted this opportunity as his best chance flanks or rear to fire-heavy weaponryand then duck
to oust: the Orks, and he threw all of his reserves into the back into cover. Others rushed from behind obstacles to
effort.*The Archmagos may have held somefhackif his slap magnetic mines ‘or demo::charges ontothe legs-or
reconnaissance efforts had revealed what the Qrks had (armour plates otla passing war engineeszoon theairzwas
been Working towards 1n the meantime. foul Mth thick {suit}: 6, and the burninn‘lfecks of War
machines littered'the‘ shattered manufactOr-um.
Led by Mekboss‘ Zarkitand his Mek followers, theOrks
had repurposed the archeotech of many mannfaetorums ' The Orks had gained momentum, andfeeding off-their?
and Sectors Mechaniciis. Ork factories p 7' ducted success they became all but unstoppa'hle. Fearing ’a',
heavy-grade war machines, much of the ' H breakthrough to the lightly guarded etme Skitagrii
with the same materials the Adeptus Mechanicus Legions began a disciplined retreat at a ,
used to protect structures against earthquakes. Under Arcbmagos Nesium Caldrike, falling back 1n good order
the diiection of therMekboyz, enslaved humans before the clanking metal monstrosities ofthe Orks.
worked endless assembly lines that churned ohtr - . Nbble tonthe end, the Knights of House sablus sacrificed
Gorkanaut‘s, Morkanauts,'Deff Breads K1113 Kafi‘z‘ themselvesone byronet during the Withdrawal, standing
and Battle Wagons. Zarki’t had planned to release‘bis‘ alone to block narrow streets ‘for as long as they could. d
The Writhing Wyrm had not been, shoreup the defensive positions while
idle during all this time. They mass also sending out infiltration strikes.
the Ork plan and had launched many Ranging in size‘from kill teams tosm‘all
ambushes in attempts to destroy the ' armies, they set out in an efl'brt to hunt
Melt—factories, with little success. Magus down and kill the Orks' Meks. It was
Slygaxx knew an Ork victory was only '7 these inventors that directed the xénos’
a matter of time — the greenskins were factories and the scavenger teams that
producing war machines ‘at a rate none cut out and hauled the wreckage used for
ofthe other factions could matchin a Construction. Far behind enemy lines,
psychic trance he received the new plan Reiver squads, sniper teams, and Skitarii
from the Patriarch. The cult sfillhopebd'to Rangers sought out the bright glow of
conquer Vigilus, but they would remam Mek Welding torches. 7
in Scelerus no longer. The bulk of thé
remaining insurgents loaded ‘upasecr‘et ‘ As the war ground on, the Orksrsought
weapon and began the underground/- an. 7:, to keep up the pr‘essureon the ever?
journey to Bore-hive Ultris, leavin an” I‘ , j ’“shrinkingpocket of Imperial-held
army of Acolytes to carry out afinal ~ ,. territory There was even rumour that
suicide mission. ’ Krooldakka himself would arrive to
ensure the capture of the power source
Meanwhile, through hard, grinding ' 'of the thermal core. Theloss 'ofMeks was
battles, the Orks advanced deeper-into beginning to show, and fewer machines
Scelerus, nearing the outskirtsof the were clanking OE the assembly lines.
heavily industrialised central bore zone;
The Orks ran out of patience. The steady
war of attrition was still in their fatiour,
PHASE THREE: but the greenskins grew restless. The
JUDGEMENT COMETH Warbosses shouted for a final push, and
A second wave of Imperial ' ‘ _7 at last Mekboss Zarkit relented; throwing
reinforcements arrived :11a Vigilusjléd j- «everything they had into; one final assault
by Marneus Calgar, Chapter‘Master ofi’thé, as teariinto the bore-hive’shea’rt.
Ultramarines. Seeing the fractionalis‘ed
and ineffective Council of Cogs, Calgar Dread Mobz equipped with wrecking
quickly stepped in as high commander. It balls led the» charge, with hundreds of
was not long before the various fore ‘ V them advancing into a hail offire: No
the Iniperium began to work in, ; gun line or stronghold could stand before
across all of Vigilus. them. Behind that metal mass swarmed
thousands of Ork infantry, so that every
In Seelems, a strike force of Ultramarines aVenue of approach was filled with
and elements of four other Chapters 'greensldns. With nowhere left to' retreat
arrived in the beleaguered centre 'ofthe‘ Imperial forces prepared their last stand,
bore—hive. Although they numbered only 7 sending urgent telepathic messages to
in the hundreds, they were worth more: Marneus Calgar for aid. ‘ l 7
than many battalions of lesser troops.
They brought not just hope, but new ,It was then that both theOrks and the
tactics to the-exhausted defenders. ~ =~ar}m;ies'of the ‘Imperium discoveredthe
a
_ ' prpl' .30ifScel‘erus" Genestealer cult-army
In the battle of manufacturing, the Orks. ' ‘Too late they diverted forces, and their
were out—producing the followers of 7 , , desperate attempts could not halt the
the Machine God. Darnaged'facili'ties Acolytes from deploying the rad-bomb
and long, exacting rituals meant that I . they had secreted into Imperialterritory
for every battle servitor assembled p 'Wh'ile they could not stop the detonation,
by the Tech—Priests and every Skitarii they'did prevent the device’s optimal:
Ranger repaired, the slapdash but speedy placement within the thermal core. As
greenskins were able to send forth several, it was, the resultant quakes shook the,
larger constructs such as Detreads. continent, but not the world. Crowned
With a mushroom cloud, the twelveeyear
Afterucouncil with ArchmagosNesiiim‘ :fight for Scelerus was over. The Battlégfor
Caldrike, the Ultramarines helped‘tor Vigilus, however, would rage on.
7"111IS sectlon is a showcase of Citadel Miniatures depicti'ng factions at war amongst thebafiter‘
> of Imperial cities. These gnm scenes 0f i‘nrthe 41st Millennium are made pos

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the nobe Blood Aug ls»_(3haptét 111 et amongst the war-torn ruins of a Sector Imperialis.
Hammer 40:000: rban Conquest inclneles detailed Citadel '
k evoke; the grim, war-torn urban environments ofthe 4lst

.pages 66-69 of this bopk.

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‘siector Imperialis 'Basilicanumsr‘are structures vital to the Adepms Admilfistrgtum. In *
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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.

Power Screen Projector


Urban Conquest is a supplement for Warhammer 40,000 that allows you to generate your ‘oWn Impetiifl > j
hive city and fight a series of Battles for control over it. This section begins with a general introdlictionrtfo
campaigns). and goes on to describe how to fight a campaign using thecontents of this box;

On thesetwo“ ages you Will findirules for simple TREE CAMPAIGNS


‘ I Cities of Death campaigns —"this is a In a tree campaign, the outconi f‘each game affects
’ :tors‘tartiif you are unfamiliar With playing the conditions ofthe next. They: arcadeal for five
Campaigiis. Ifyou are a campaignyeteran, or simply players, and. can be completed in a few weeks or even a. 3'
wish to 'gét stuckin using the IesOurces in this box; single weekend.
you will find: a guide on how to run a Streets ofDeatii
campaign on pages 38-43. Finally, on pages 60-811 a1“ {
rules that apply to all Cities of D’ th} battles, whether
one-off games or those that are part of a campaign.

Irrespective ofthe type'of Carnpaignyou choose, the first


thing you must do is to find some players to take part; Below is an example of a tree campaign for two pl”
The players will need to be able to meet up and play Where dnetakes the role of the acker, and their .
games fail-l ‘ gillarjly — we’ve fonndthat playing opponent takes the role ofth“ def enlh‘is tree? w
campaign consists of three battles In the first battl
players, you are ready to start; one army (tile attacker)‘is attempting to assassinate .
Warlord ofthe enemy army (the defender) at the very
Players arefi'ée to organise ,andfight battles as and outset ofthe campaign. 'Wlncheverrplayer wins the .
whenthey Wish. When the de'acllinefor the campaign

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

(Pg 90) (Eternal- (pg 86) (WarlordA,


Attacker) War objectives) of War objectives) is the Attacker) Attacker)

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)

Firesweep (pg 88)


Urban Assault Thunder Run Maximum Attrition The Gauntlet
(Roll a D6: L3:
(pg 92) (Eternal War (pg 86) (Warlord B (pg 91') (Maelstrom (pg 82) (Warlord B
Eternal War, 4-6 =
objectives) is the Attacker) ofWar objectives) is the Attacker)
Maelstrom ofWar)

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 -

Some, Location cards have I 'al’


iconon them. This denotesfjthat it is
a specific location'that’has additional
rules, as detailed on pg 40. Space for location
upgrade marker

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
nd‘e

represents a different goal that flieplayers can achieve to


score additional campaign points during the campaign.

, ‘ ‘nlcl selecta
c1310)” Immfafiyflnd special . _
e
.7 «dude pow e. in ‘ti ,
Ld by an earthquak «06
Random Event Cards
This box includes a=deck1ofRandom Event cards. Each
describes'rules that canaff’e‘ eActionrpha‘seand;
Strategy ph'asein thercurgrent campaign retina:
, .

Strategic Resource Cards


This box includes a deck of Strategic Resource cards;
These are upgrades that can bi'e'purchased by players
during the Strategy phase; This is-explained 1n i'detailonv
page4'3. Ll ,. ' " ‘
STREETS OF DEATH CAMPAIGN SET-UP
CAMPAIGN DURATION GENERATE CITYSCAPE
When a Streets of'Death campaign is first set up, you Once the players have each chosen their Army Faction, -"
will need to decide how long you want the- campaign they will need to generate the Cityscape. Start by 7:
to last. Asstuning that each player can play a gaine a shaming the deck of Location cards, drawing a cafdand '1
week; we recommend playing for eight weeks, with each placing it insidethe top left slot on the first rowofthe
campaignroundlasting one week. You can, of course, Cityscape map The next Location card drawn'is then
lengfqhe or $1191? nthe duratiomof the campaign, hut‘if placed inSide the slot to its 1'ight,tl1e thn'd Locati
you’ize, ew-to campaigning, we suggest starting small. the slot to the right of that and so on. Once thefirst
row is filled, fill the second row from left to right, then ~
the third, fourth and fifth Once the entire Cityscape
A Y FACTION map has been filled, you shbuld name the city.
At thestartof the-campaign, each player Willneed to
pick a Faction keyword to betheir ArmyFaction. In Eachplayer then places one of their ‘01’ markers'a't'the '
every?game they play throughoutthe campaign, allzof hottgnii ofthe points tracker :to' track their campaign
the‘units in their'army (with the exception'of those that points, and oneiof their army markers m the sameplace
are UNALIGNED), must have that Faction keyword. A to track their strategy points.‘When a player’s campaign
playerrdoes not have to use the same army from game to points total would take their marker, past the top of the
. game, and can change which units make up their (army, trachea: simplyreplace their mailter'With the ‘30+’,"7:60_+’
so long as it maintains the‘sam'e Army Faction. 01: ‘90+’ market as appropriate.

msmmmmmm
Th are six'Spepial Location cards'In the Locations deck: Sniper’s , a. '- ,

.jAlley, Saints Basilicanum, Prometbium Reactor Complex, Orbital


Shuttleport, Fortified Palace and Aegis “t1; "hield Veneratqg.
These vital loca‘fibns are not easily given'ii'p '— ‘if'yoii wish to
attempt'to‘take a special location frond another player, you nifist —
1 use an Assault Stronghold.Strateg1c Resource car There is also a

neceSSagy fof asphcial locanon? miésr


flaecardfmmifinr-Lotatgio _ fideck,‘

p theywfll use, they should take the p


6 Goal Card and place it into the top-righ
Campaign Set-up 1 — Under Siege
This setup. is ideal for campaigns involving twop'laye‘rs,
in which One is the invader, and the other the pfdtiéctor.‘
Before generating the Cityscape map, place a randomly
selected special location card in thecentral slot. The '
protector’s territory is the central location and all
locations that are,_adjacent'to it (including diagonally).
The ' Vader‘sterritoryisevery location on thecorners
ofthe Cityscape map,,and each location that is adjacent
to theiiflexcluding diagonally). -

Strategic Goal: Hold the Power Ease

The ‘Hold the Power Base’ Strategic Goal makes use of


the Power.Base marker, shown here. How to use this
marker- is explained on the Strategic Goal card itself:

Campaign Set—up 2 — Urban Conquest


T‘tiis'fset-up. isideal for campaigns involving two to four
players. Each player has a territory? that is in a difl'erent'
quarter olfthe Cityscape map (as'shown on the right) —
this includesthe location in the corner, and each other
location that is adjacent to it (including diagonally)“. To.
decidewhich player starts in which corner, each player
rolls 3D6 (re-rolling any ties). The player that rolled the
- 7 chooses a corner to be their territory first. ,If'
, . . I paign with only two players, the opposing
.playei'r’srterrit ‘ must be the diagonally opposite corner.
Otherwise, the pla I that rolled the second highest
chooses a different cor r to be their territory, and so
on, until each player has a :
t.

Strategic Goal: Seize the City

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. ,

Once all players have one location, each then selectsii: “


1he‘i’r’sec0nd10cati0n in the same manner.(1’lse the'saine
player order), and then their third and soon, until each
player controls four locations ifthere are three or mote.
players, orsix locations ifthere are two players. '

When sé‘lectmga location during set—up, players caat


s’ele -' locations that are controlled by other players,
' ns that are adjacent (including diagonally)
torafiy of their own other locations, or are special
locations (see opposite). If any player has no locations
THE CAMPAIGN ROUND
After the playershave generated their Cityscape and GLORY PHINTS ‘ ‘ ‘‘ . . .:
determined their starting territories, the first campaign Atthe start of the Action pha ach player s‘tar'tsWtIh
round begins. Each campaign round consists of the O glory points. After each battle has been fOught. ea‘jc‘h ,
following two phases: player rece‘nfes a‘number ofglory’points, which Showr
how well they aredoing in the current round of the '
1.Actionphas¢ ‘ campaign; Glory points-*areiawarded as follows:

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.

S'fi , THE STRATEGY PH


THE ACTiéNiPHA Cities of
During flle' Action Phase, the players play . . gather around the Cityscape and resolve the _
Death gamesmrith each other. There Is no limiton the: f ' ‘ Strategy pha :Infil‘e Strategy e theplayergfi
thesezsteps .V _ .‘ ,

.. ' 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 ,

be asSurned in such cases that your arlord was slain ' I


during the battle)
2. EARN CAMPAIGN POINTS 7 Any strategy points that are unspent at the end oftins
Duringthis phase, players earn campaign points in step can be carried over into subsequent rounds of I
the following ways: totalling their locations combined 7" the campaign.
Resource Value and completing Strategic Goals. 1
cation Upgrades
LocatiOn Resource me Strategic Resource cards can upgrade a ljhiiafiéfi,
Each player adds up the Resource Values (the upper 1 11 the Cityscape map; Ifa'ny- players have such cards, ,
number on each location card) of'a‘ll" the loehiions. ’ ' 1 {hey place the appropriatemarker onto the location as
they currently control. Each player‘e’grnsla number of described on the card, inlpiijative'order. A location
Contain: points equal to flIeir'totialé‘ , can only belupgraded once dun'ng the campaignmn‘d ‘
the effects last for the duration of the campaign. Once a
Strategic Goals ' location has been upgraded ‘cairnot be upgraded With
Each pl‘a 'enchecks to see ifthey 11‘ V“ '1 chieved the “ different upgrade, but it can _ ,eRazed.
Strategic Goal for the campaign; 11 be found'in
the toper'ight of the Cityscapeni (depends on
the set—up used for this campai i hplayei" that has 1:5 SnizE TERRITORY V g, .
achieved the Strategic Goal earns the coiresponding ‘ In Initiatiye order, each player captures a single location.
number of campaign points. , , Once each player has done this, each player then
' captures a second location, but this time in Reverse
rive order. This means that the player with the
st Initiative will get “ oSe the first and last ‘ ' t
cation captured durin se. Whenever: a; player
captures a new location, they p ace their army marker: .'
they currently control. Each player earns 'a‘ number of ’i ' o , “that location, replacrngr any already there. V
strategy pointsequal to their total: these can be spent in
’lthe next step. 1
location they already control (including diagonally). If
that location is currently controlled by another player, 1..

-' cul'i'erit campaign round. Special locations that are .7


are currently :iriplay.’ and are insidetheslots onthe _ 7 controlled by another player can only be captured using
Cityscape inapf‘ . the Assault Stronghold StrategicResource card, and
each can only be captured once in each Strategy phase.
If a player cannot capture aloca’fion,.that opportunity is
,. . i‘R'ésource-card' lost and the step continues as normal
has anaesogciatedtost; when a p" I urehasesth‘e card, ,
they reduce their strategy points tot accordingly and IRoutedV . ‘
place the card into one of their slots on the Cityscape , If, after the Seize Territory step, a player has zero . . ’ '7 §
map. Ifthey do not have enough strategy points, they locations, they have been routed from the City. They: :
cannot purchase that catd'in the current phase, and immediately lose 3 campaign points. Then, at the end of
must chooSe another or pass. this step, they must establish a new territory. To do so,
the player that has been routed seizes any one location
Once all th players have either passed or purchased a ' ' 6 the Cityscape map. Ifthére are any locations on the ,
cape map thatar'e uncontrolled, it must I: ' I A
tion.fQTt11erwise, it cambeany 10621110117611,
every player has purchased three-Strategic Resource ' Cityscape map apartsfroni speeial locations.
cards in the current phase. W11en this is done, place the“
remaining Strategic Resource cards back 111 the box until .
thei11ext Strategic phase _v " 6 GENERATE’RANDoM EVENT
The player with the highest Initiative shuffles the V
Note- that if a playerpurchasesn ‘card,1t-mlll‘he _ ' - Random Events deck and‘draWs one. This event replaces
. th current one on the ape map — swap the car
’ , _ckinto the Random Eve 3 . . I
‘d k and the new card into the now—empty Rando
' Event slot on the Cityscape . .When this is don .
of the Action phase of the next campaign round. place the Random Events deck back in the box until the
next Strategy phase.
SPEfllfll llllllllllllll MIEEIIIN _. _ ,
SAINT s BASILICANUM
It is said that those who pray to the Emperor within a basilicanum beating the name of anlmperialSamt
l

.. .
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.

"flier;Mission Statuary should alsobe‘ placed in or nearthe, 'Defefidfer’s ‘ ' e V


Play this mission when a player assaults the Saints deployment zone». 1'118 remainder of theabattlefield . ' ‘ ‘ . -
Basilicanum using the Assault Stronghold card. The should ‘be setup using the ‘delinejs'on;*page'6*1.rAf1
J ‘ rsvmjust pla the Decapitation mission (pg 87), with eiiain‘ple’ of a‘Saint’s Basilitanumisshomii below.
the-rules changes listed below. The player that currently
controls the Saints Basilicanum must be the Defender. Holy Sanctum
The Defender automatically gets the first turn in this“
D‘epomen-t Map
‘Use the deployment map on the right instead ofthat on passiMolrale tests while they are entirely on or within
page 87. ruins-wholly within the Defender’s deployment zone; 1

The Battlefield Divine Protection


A Saint’s Basilicanum isrepresented-h aularge Thefi'Defender can reg-roll one-failed saVing throw m e ,
basilicanum dominating the centre ofthe battlefield. f01: an attack that targets their Warlord o_ e pe 'fle, ,
Y0111- most impressive ruins should be set up wholly so Icing as the, :Warlord is en ;
Within the Defender 5 deployment zone, ideally'in
close proximity to each other to give the:illusion of a
once far-larger structure. Several pieces otlmpe‘i‘ia’l
e
m
Z
t
n
e‘
W
w .
at
D
’5
w
m I
#1..
A
SPEEIM llllllllllllll MISSIIIN
PROMETHIUM REACTOR COMPLEX
A promethium reactor complex is a sprawling-fuel network, often the primary source of ponier» to an
entire hive. It is the mechanical heart from which much-needed energy is pumped,- servicing'th'e needs‘o'f
millions. Such a resource is vital to its defenders, and their enemy will st0p atnothing to demoy it.

The Mission Industrial Smog .,


Play this missiOn when a’ player assaults the Targets are ohscured evenifthey are completely visible
Premethium Reactor COmplex using The Assault to the firing model ‘01: have the Fl'yer‘B’ ttlefield Roleé
Strongholdcard. :Thevplayers must play the Total
Reactor Meltdown
The Defender, rolls 21“]56: , “i‘rnea‘n': hjeetziirje marker? '
Promethium Reactor Complex must 7 e the Defe ef. is de'Strojied by the Demiohtxohs Stratagem, and each
time a terrain feature containing the strongpoint
Deployment Map becames dangerous terrain (as the result of for exarriple,
'. ‘ deployment map (an-thegrigh ' steed ofthatm the Wrecker or Siege Shell Stratagem) On a 6, each unit
page '* ‘ "of-that- objecuV'e marker or terrainfeature 7 ‘
s1iflfet§D3m0rtal wounds.
’TheB'at'tlefield
A Promethium Reactor Complex is'aheavily
industrialised zone. The battlefield should be set- 11}
usin the guidelines 5,31} ge 61, hut‘yonvshould 0
Sector Mechanicus ucture's (including Haemotr
Reactors, Galvanic Servohaulers, Thermic Plasma
Regulators and Therrnic Plasma Conduits) and fuel
Munitorum Armoured Containers and other

. »
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.‘

The‘ -MiSSi011 be set up in the central thofoughfare at" 'pa; 3 littered


.Play'this; mission when‘agplayer’a‘ssaults:Sniperls Alley obstacles. Ari example ,. " ‘l‘
using the Assam . trongho’ld card. Thegplayersmu‘st ‘
play the Thunde ' R1111 mission (pg.86), withihe rules -‘AfleY'0f Death 3
changes listed below. The player that currently controls Youcan reeroll hit rolls of l rfor’shooting/attacks V '_ V
thatiarget units ove'riwhich thefiring Infidel limit?! _.- . . ;_
Sniper7s Alley must be the Defender.
. height advantage. , , 4 ' L
.DeploymentMap. ' . " . '. a . . ‘ , I . 17:;
Use the deployment InaP 9n the. ‘ l ., l" 'Masten‘ MarksmenC ' ‘ - l l .1 ' ‘ ' : 'I vi,-
’ page 86:

’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.

ThetMission ~ Haemotrope Reactors)."Ihe remainder offlieihattlefield'


Playéthis mission when a Tayer assaults the Aegis City— should be set up using the guidelines on page 61. '7
shield Generator using theAssault Stronghold card. The An example of the Aegis City—-shield Generator 1s
playe 5 must play the Grand Assault mission (pg 85), shown below.
W1 , e rules changes listed below. The player that
currentlycontrols the Aegis City—shield Generator must Voidhield‘i
he Defender, and they cannot take any Fortific_,. V. j" ”The Void 3hiel
wholly within 12" ofthis terrain feature receive a 4+
i Deployment Map , ' invulnerab‘le saveagainst attacks made 111 theShooting
Use the deployment map on thei'jn
ri’ghti'instead ofthat? 1' phase (unless the firing Inodel is also wholly Within , "
page 85. 12" of the same terrain feature). This 13 improved
to 2+ against attacks made by units with the lyer
The Battlefield Battlefield Role 1
The Aegis CitY-éhiéld G VitalAsseté
Vast mid shield (projeétmratjtheheart oi" the district.
Place a Void Shield Generatbr Wholly within the The Defender sets up only. three ob"
Defender’s deployment zone, and connect it via fuel
pipes and/or Thermi‘c Plasma Conduits to at least two
' ‘jbu11dings (we suggest using ruins or Sector power bulldmgs The Plant the Flag ride (95.
used 111 this misSion. ‘
Attacker’s Deployment Zone

Attacker’s Battlefield Edge

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.

The Mission ‘ A Automated weapon Emplac'ements


Playthis mission when'a playeriassaults theOrbital At the end of éachof the Defender’s Shooting @hases,
Shhttleport using ' Assault Stronghold card The each Icarus weapon platform will shoot the c ‘s'est V
6 Relief Force mission (pg 84), with visible enemy unit in range that can FL]? (if the _ ,
‘ , ted below. 111 layer th ”t - ' ‘rently- none, they will ‘
i hols the Orbital Shutfleport , the the Defender, un1t;in’range).'131ey have a Ballisuc Skill of 6+, but add 2.
and they cannot take any Fortifications. to hit rolls against targets that can FL—Y.

DePIQYment Map Each Icarus we 9 :1 platform is equipped withrone


a. e deployment map'bm ., the weapons mthe‘ table bfeloW‘lTheYJCanbie
pagesat targeted and destroyed by the Attacker’s units; each has
a Toughness of 7, 4 Wounds and a 3+ Save They do not
"DIeBattlefield gain a bonus to their saVing throw for being in eoVer, b'
A—n Orbital-Shuttlepoxt'is recognisable for anuhiber of " and are treated as having the VEHICLE keyword.
landing pads at the centire o‘ffliebattle’field; 'andsarrti—air
emplacements trained ,on'the'skyline. Place atleast one
landing pad whollywithin thelDefender’s deployment WEAI'IIN PIllIFIlES
zone..The temaiudenofthe battlefield should be at
up-vusing the guidelineson page-61. After this: one,
Icarus lascannon
théiDefender can then place up to two Icaruswefapon
platforms on therhattl’efield for each landing padVAn
example ofan Orbital Shuttléptfi-t isshown’below

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"""
e
weE
M
8
now
an
a
B
)5

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.

The Mission deployment zOnes The remainder ofthe batil’e'field’; _ f ~


The players mu‘st play Th
82), W1 therules:
that currently controls the Fortified li’alace must be
the Defender. . Palace Defences
Up to half the Defenders units can be set up during
Deployment Map 7 ,
Use the deployment mapron the . 1 _, ts cannot beset 11p; ..
page 82 y or end a move in this zone, and a Defenders 11111t can , ’1
V ‘escape so long as 2111 of its 111o3 are able to elldihen' = —
The Bafdefield maize:entirely witbin this zone;
The Fortified Palace is griowering edifiee that*lo9111959111111 v1 , ' x V. . 751'‘4 ,.w
'
the battlefield. Your tallest ruins sho111 7 "be set up wholly ESCQI't to Safety *' i ‘ i ,' , '7 1,
within the palace zone, ideally covering the entire The Defender’5 Warlord must start the battle 1" ' ’ ' ~' 7 7 '
width ofthe battlefield. Asingle large ruin should then ofthe ruins in their deploym
be placed. 111 the Defenderh deployment zone,an _ _ escapes, double th Pow 1
remaihderf‘shofild'bgset up wholly mthin thegA . ker's deternn’ning the 1111311 115 V1
2111021 [1019.111
TAKING STREETS OF DEATH FURTHER
Once you have played a Streets of Death campaign or two, you will be a seasoned‘veteran of urban:
warfare. Now is the time to try out a truly epic campaign, either by building upon and tweaking therules' -
in this book, or by incorporating rules from otheryWarhammer’ 40,000 expansions and supplements.

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.

of Death i‘u'les to, give Yourxgaihin group: 7'


diflFerent campaign experience. ..

Abandoned and Uncharted


When generating the Cityscape- map, place the Location
cards face down instead of faceup, and onlY flip a;
‘card over Ghee a player centre at location. From
that point on, the location remains ‘visible on the
Cityscape map.

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.

USING CITIES OF DEATH I Matched Play Missions


CitiesofDe'ath is an expansion that Six matched play missionsic‘an. be'found
allowsyou to incorporaterbr‘utal urban on pages 88-93. In- these missions, players
warfare into your games ofWarhammer' have therc’hoice to play the’mission
40,000. These rules supplement the core using therEternal War objectives, or the
rules with additional abilities, Warlord Maelstrom of War objecti’Ve's. In the
Traits .411d5tratagem‘srat better-"reflect former; both players haverfli'e same; pre-
the tactics deployed by armies when rset'objecltiye at the start Of’the mission;
wagingvsuch battles. in the latter, players willirandomly
determinea- set of Tactical iectiVes
to achieve‘throughout'the battle (Cities
CITIES, oF DEAIH MlssroN‘is,
If youwish to play a Cities ‘of Death
battle, you should first Select a mission. to play one ofthese missions, first cheese
This book includes‘pp‘en play missions, _ one from the table below. Alternatively, I
narrative play missionsandmatched , . ‘you can roll to {randomly select which
play missions. ' ’ mission youvwil‘l play. Thenagree
' “Whether“:jmuwill use the Eternal War
Open Play Missions . or Mae‘IStiom of War objectives for that
Three opeupla‘y misswns and ideas for- mission (ifthe players disagree, roll (iii
games ofyour own creatiOn can be found and the winner chooses).
onfpages.94-95.

Narrative“ Play Missions


Six narrative play missionsfcan be found
on pages‘I‘BZ-87. In these} missions, one"
_, I Biresweep (pg 38)
1 High Ground (pg 89)

these missions use Some of the narrative , omination (pg 90)


play mission rules (pgéSz'). :axmmm Attrition (pg 91)
If yo sh to play one: these missions; :
first- C nose one from- e table below.
Alternatively, you can roll to randomly ‘
select which mission you will play.

i The Gauntlet (pg 82)


Total Devastation (pg 83)
DEATH BATTLEFIELDS
In a Cities of Death mission, the battlefields are The streeis and areas between the ruins and Sector
characterised by the increased density ofthe terrain Mechanicus structures shéuld be liberally littered
As-such unless the mission you are playing instructs with obstacles, barricades, wre "age and other
' yo fliei'wise, we IeCommendihawing at least 3—4 detritusaso that troops have seine shelter .
terrain featur 'tin each 2' by 2 area, at least half from one buildingto: ‘
' ofwhich (rounding np)'sho.uld be ruins or Sector
espective of the size of your 7 Note that ifyou are playing one of the mate"
'clude at: least 6 ruins or Sector. missions in this book, the deployment

Player B Battlefi Id
In.

Objective Markers CITIES OF DEATH WARLORDS-


Many missions nse objective markers :- these represent Ifyou are playing a Cities of Death mission, you can use
sitesroftactical; and strategic import:that‘both sides are the following Warlord Traits when choosing your army;
attempting: to secure. The objecti markers included in
the Urban Conquestbox are perf for this purpose, or ‘ [13 Willllllflll lllllll
yeti san- use others from your collection:
Cityfight Specialist: Ifyour army is Battle- '
forged, you receive 3 additional Command
Points. These can only be spent to use Ci ' ‘
Death Stratagems (pg- 70-75). '

‘ "Conqueror of Worlds: Ifthis IWarlo

1 ’a‘-’ similar ability, then the objective mark


is controlled by the player who has the
models within range of it as normal.

Ifyo Earle ,playingra missionthat uses Tactiéaliéétives


(pg76)? you'vvillneedi‘s Jettive'markersgthat:ate ‘ ‘ Urban Warrior: ThisiWarlord treats;
‘ co’Ver it is entirely on or within, or that
individually numbered 1 through 6} ’
receiving the benefit of Cover from, as I;
cover (pg 64). In addition, enemy uni
A player controls-an; objective marker if they havemore not receive the benefitto their savin
‘ , ’tliini3" tofit‘fhan' their opponent ‘d‘d'es.'When
measiiringdistances involving objective markers, always
measure to and from the centre of the marker.
CITIES OF DEATH ABILITIES
Cities of Death missions use the following
additional rules:

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.

Afte uhave chosen a unitto shoot with and you'have


chosenthetarget unit, or units for the attacks, you must
determine if any ofthe targets are obscured.

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.

“Subtr ' tifrom hit rolls 0 attacks with rangeEl


weap . 's if the target is obscured.

Netethat it is possible fora target unit to be obscured


fromthe point ofview ofsome models in afirin’g’l unit
and-not from others. In such cases, only the model‘s’to
the target unitisoblseured sufiér the penalty to
trolls. When these Guardian Defenders choose their targets,
the Flash Gitz are not obscured to any of them — every
model in the Guardian unit can see at least one of the
Flash Gitz without any obstruction.

‘od‘els buses or «
l‘sibahnersi _, I
weapons orparticulerhl
includegll limbs.

. at— in other words, Ifthere


‘ to:Whether a target is ob. ledbr' not, then count it,
tisgbscured; If both playeir'srtdke this’approach the
gcgnie‘willflow r'n‘oi'e smbéthzy and will 'be much This Repulsor is not considered to be obscured, as it is a ,
morersatisj‘jling. vehicle and more than 50% of the model is visible to the
firing unit from this angle.
Lucky Hit Height Advantage
Sometimes, despite making best use of available COVer In urban warfare, every soldieriirii a tall building is
and all eiforts to conceal your position, a stray‘slfot or a'sniper, raking fire onto thosebelow. Combating
ricochet will nonetheless find its mark. l» foes with such a'height advantage is a dangerous .
proposition indeed.
A hit roll of 6 always hits the target“ sweetneéf any
modifiers that may apply. A’ model gains ‘a heightadvantagewhilst it isSoCcupying
the; upper levels of a ruin or a SectotMechainic’l‘is
Streets and Roads g structureandiitshoots at at thatis either‘at
Forces can move "1&1“l across Streetsand roads; But . street leveltor Within a lower level 'of a ruin or Sector
dolingso often leaves them exposed to enemy fire, McChflJJ-lCllS structure. To gaina height advantagesetfery
' fiiode‘l in the target unitn’i‘ust heron levels ‘that'are 3:" “or"
After you have created the battlefield, the players should? morezbel'ow that ofthe firing'mdd'el.
agree what areas count as streets. androads. “If a model _
spends its entire Movement phase on astreet or road, its Ifa model makes an attack with a ranged weapon
Move characteristic is increased by 3"I until theiend‘iof: ‘ t against an enemy unit over which vitlhas a height
the phase. This has no effect on units that can ELX; a ad 7 rage, the ArmourPenetration characteristic ofthat
weapon is imprwe‘d by 1 (cg. APO becomes AP—l, AP—l
Dangerous Terrain becOmes.AP—2, and so on).
Many war—tom city ruins are verging on: total collapse:
and are extremely perilous to those thatshelter'
within, who may be crushed by loose masonry olrrfiall . 7
through unstable floors.

Some terrain is classed as dangerous terrain. Each


time a model Advances or charges. through dangerous
terrain, roll a D6; on a 1, that‘model’s unit suifers a
mortal wound. '
Soft Cover and Hard Cover cover instead of 1.’ If a model has an ability likerthis, you
In the close confines ofbuildirig—tohuildiiig’warfare, only add the bonus to itssaving throw when it receives
cover is the key to survival - but not all cover offers, ethe'benefit of soft cover; "If such a model is receiving
the same degree ofrprotection. the benefit of hard cover, you instead add an additional
'onus to its saving throws, regardless of the actual
In a Cities of Death mission, terrain featuresare classed number listed'in its ability Inzthe example. above
as either soft cover or hard cover. After'you=have created Would mean you add’3 to the saving throws :macljezfoI
the battlefield,- playersLshOuldiagree‘what’Lterrain features the unit when it benefits from hardcover. .,

fall- into which class (see the guidelinesbelow). Then;


instead ofusingitherulesfor'cover as described in the IgnOring the Benefits ofCover
cor‘e‘rul‘e .u'sefittrefollowing rules: So , eapons and models have abilities that ignore
efit a target mig 7 therwise receive to its saying
‘If'ia unit is entirely on or Within any terrainféamreor'it flitWS from being“in cover; e.g. units attacked
is receiving the benefit of cover from‘a terrain feature, . weapon do not gain. any? bonus to their Saving throws for
add '1 ‘to its models’ saving throws against shooting beingin cover or “enemy units do not receive the benefit
attacks ifthe terrain feature is classed as softcover, to their saving throws fur being in cover against attacks
or add 2 if the terrain feature is classed afrd cover. made by this model.’ Ifa model has an ability likethi‘s,
InV'ulnerable saves are unaffected, Units gain no benefit» or is booting a weapon that has an ability like this, it
from c0‘ver’ in the Fight phase. in 7 «es no diflfere‘nc'e-whether the target is rece1" , '
benefit of soft or hard cov‘er - it gains no bonus
Improving the Benefits of Cover:
Some models have abilities that improveithe bonus a ignore the bonus a targetmight otherwise have
model receives torits saving throw when it is receiVin’g to its'v‘saving throws; it does not ignore any pen
the benefit of COVer, e.g. ‘add 2 to saving'throv’vsmade
for models in, this‘unitiwhen they receive the benefit of =

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.

‘ sun [mum mum 1mm _. 1


. Deathworld Forest (including Eldritch - Sector Mé'chanicus structures (including Haemotrope
Ruins, Grapple Weeds, Shardwrack Spines Reactors, Galvanic Servohaulers, Ihermic Plasma
d Bay; ed Venomgorse) ’ - ‘. Regulator and Ibermicglasma
NARRATIVE PLAY Random Battle Length
MISSION SPECIAL RULES War is rarely predictable, and the time available to
Most narrative play missions use one or more additional achieve your objectives is never certain. ‘ ,
special rules to better represent the difl'erent tactics and
strategies :used by Attackers and Defenders. Some of the Ifyour mission uses Random Battle Length, at the end i
more iii-depth mission special rules are collected below of battle round 5, the player'who had the first turn must
and referenced by the missions that appear later. roll a D6. On a roll of 3+, the game continues, otherWiSe
the game is over. At the end ofbattle round 6, the player
Concealed Deployment who had the second turn must roll a D6. This time the
In some battles, caminanders have had time to. game continues on a roll of 4+, otherwise the game is
conceal the positions oftheir forces from their enemy. over. The battle automatically ends at the end ofbattle
round 7, .or when one army hasslain all of it‘s‘.j,fc’);’2’sg
If‘a mission? uses Concealed Deployment, the Defender
Wlll need a: set-upmarkerfor‘ each unit in their army- Reserves
that ‘iheyrintenii to: start thefhatfle deployedgonthe Reserves are forces which are not directly present at I
battlefield. You do not need any markers for units that ' ' the start of battle, but are available as. reinforcements
will Start the battle embarked on a TRANSPORT, only a
marker for the transport itself. Each marker needs to be if a mission usas Reserves, it Will detailin'rhidh units in
distinct (for example, by having a diflerent number) so your arniy start the game 'inReserve — these‘u‘nits are
it can correspond *to“‘a specific unit. The Defender must not deployed with the rest ofyour army.
write downwhich unit each marker represents and keep
this information secret from their opponent. The mission will usually state when the units placed
in Reserve arrive on the battlefield — this is typically at ,
When the Defenderdeploys their army, they set up‘the the end of a particular Movement phase. Ifthe mission
markers instead of their models. Once the Defender has does not specify when units arrive; roll for each'u’nit
set up all their markers, the Attacker deploys all their at the end ofyour second Movement phase (and at the
forces. Once this has been done, the Defender then end of each of your Movement phases thereafter) — this
reveals which marker corresponds to which unit, setting is called a Reserve roll. On a 3+, the unit being rolled ,
up the appropriate models as they do so. The first model for arrives from Reserve. Note that if a unit placed to“ .
in each unit must be'placed exactly where the unit’s Set- Reserve'is embarked within a TRANSPORT, they
up marker Was placed, and the entire unit mustberset arrive when their transport does, not separately (if 3'
up Wholly within the player’s own deployment zone. rolling, make a single roll for the transport and the units
embarked in it). 7
DaWn Raid
Cunniiigcommanders may attack under cover of The mission will explain how and where to set up units
darkness to Bettereonc'eal their advance fromthe foe. when they arrive from Reserve. . W. ‘ ’ 7 ,

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.

Preliminary Bombardment If your mission uses Sustained Assault, any ofthe


In a majoroffensive, the attacker‘will often launch a Attacker’s units that aredestroyed'eanibe’brou 4 7'
heavy bombardment prior to the main attack; into play later in‘ the battle, to represent the"
limitless supply of reinforcements. At the end
Ifyour mission uses Preliminary Bombardment, then at ' the Attacker 5 Movement phases, roll a dice for e
the start of the:first battle round, but before the first turn their destroyed units, adding 2 to the result ifthat unit
begins, theAtta‘cker should roll a dice for each enemy . has the Troops Battlefield Role. On a 4+, immediately
unit that is on thegbattlefield (do not roll for units that set up that unit within 6" of a battlefield edge“; the
areleinbarked inside TnAnsponrs). On a roll of 6, that mission will specify whic-h. '
unit has beenhit by a Preliminary Bombardment; that
unit suffers D6 mortal "Wounds. INFANTRYunits that The Attacker‘can also, at the end of anyoftheir turns,
are hit by a Preliminary Bombardment can choose to go remove any of their units from the battlefield that have
to ground before the damage is determined— ifthey do, a quarter or less of their starting number of models (or,
they Only sufler; D3 mortal wounds, but cannot take any in the case of single—model units, a quarter or less '
starting number ofwounds). This unit then count
having been destroyed for all purposes, and so canbe
brought back into play later as described above. I
BATIlEHElI] TERRAIN' ~ I + 7
In this section you will find updates for existing battlefield terrain rules, along withruIea for more
7
recenfly released terrain features. Where relevant, these rules replace those 1n the Warhammer 40,000
rulebook, and are for use in any Warhammer 40,000 game, not Just Cities of Death gain s.- t '

RUINS ‘ 4 ‘
’Ihe galaxy ls litteréd with the - '
remains of once-proud cities.

Only INFANTRY; BEAsTs, SWARMS


and units tha; ' can]? Y9 311126; set
up o'r‘efi'd‘the' » mm? on the'uppér ‘
floors of ruins (any unit can do so
on the ground floor). .'

INFANTRY are assumed to be able


to scale walls and traverse through ' ‘

windows, doors an ttals readily.


These models _7 vefme move .
through the flomsandwalls'of a 7 "1
ruin Mdthout'fiiith 7 impediment.

INFANTRY units thatareentirely


on or within a ruin receive the '

obscured from the pomtlofnew of


the shooting model,

IMPERIAL STATUARY
The herbes of the Im $3;l are
immortalisedfi

its models within 3"


Statuary, the, arget unit
CRATERS
Many worlds; bear the scars of
heavy, sustained bombardment.

INFANTRY units that are entirely


within a crater receive the benefit
of cover.

‘Models are slowed wk 11‘ charging

BARRICADES .
Makeéhift‘barricades make
excellent,defensivepositions.

When a model-target’s an enemy


INFANTRY'unit that has all of its
models within 1" ofa barricade,
the target unit reeeives the benefit
of cover if the Shooting model is
closér‘to the barricade than it'is to
the target andthe target is"at least
partially'obscuie‘dmfiom the point
ofviewof theshooting'mod’el. In
addition,- enemy unitscan Fight
across a barricade, even though the
phySiCal distance 15 Sometimes more

TITANIC models areno sléwed


by obstacles. V
SECTOR .

A
A
MECHANICUS’
Sector-sMechanicus are Mommas .‘.
sightthroughout the galaxjgsth ix. :' ..
gantries and girders thrumm.” , I
with automated industry. ‘ ,,

Sector Mechanicus structures


follow all the rules for ruins with
the following difference: ‘f

Unless they can FLY, INFANTRX, .


BEASTSHaI'ld SWARMS must scale , V. ,.
ladders, girders or walls toafs‘éend
or descend between the different '
levels of.a‘Sector Mechanicu‘s _
structure. INFANTRY: arenals’o' f:
assumed to be able to traverse:
around girders, buttress eswéiid
hanging chains, and so move- '
through them without impediment;

THERMIC PLASMA
CONDUITS
These conduitschannel‘r
hot plasma and make for
dangerous cover. ,— "

Thermic Plasma Conduitéfoll ’ " V


all .therrules fof 'Barricadés
also have ‘the Hazardous Cover '
ability (see Haemotroge Reactors)

Hamdous CoveriTR‘o D6 each: 7


time you make a saving throw of
7+ (such as a roll of 6, plus 1 for
THERMIC PLASMA
REGULATORS
These ancient machines thrum
with lethal plasma energy.

Thermic Plasma Regulators follow


all the rules for Sector Meghanicus
structufes; bnt'thei: also have

GALVANIC. . , .
SERVOHAULERS:
'l]1ese hydrauIiiaGhin§§
litter the industrial zones of
the Imperium.

When a model targets an enemy


INFANTRY unit that has all of its
models mthin 3" of a'Galvahic
SeIVOhauler, the target unit receives
the benefit ofcover ifthersho‘oting
model is closer'tq the Galvanic
Servohauler than it is to the target
and the target is Latleast'PartiaflY
obscured fromrthe point- ofView of
the shaming model.

MUNITQRIIM I?
ARMOURED
CONTAINERS
These vast steelcontain'eivs

shoots instead of mm; any oftheir


own Weapons. Storm'holte‘r‘s‘are
Rapid Fire 2 weagons, with a Range
of24", aStnengthfofa, AP 0 and
Damage 1:.
Ifyou are playing a Cities of Death mission, yo’
following Stratagems.
Tlllllllllll [IBJEIITIVES
War within the close confines of a city can be chaotic and unpredictable. Commanders must
adapt to the evolving flow-ofbattle'In an instant, and focus their army on achieving those objeetlv
opportunity that can turngthe tide of the battle'In, their favour.

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.

Nhtéifl'latLWhilSt thereare seVeralLTactical Obj’ectiVes


with the‘5same name; they, areall uniquely numbered.
When generating Tactic Obj; 7 fives, keep a noteof
1] mbers you rolled during the game — Ifyou roll
the same numbered Tactical Objective during the:same
game, "roll again until a difeirent number Is generated.

Ifyou oWn a”deck of Cities of Death Tactical Objective


on can instead generate your Tactical Obj _ ctives
- mg the deck and drawing the top card The DISCARDING TACTICAL OBJECTIVES,
1 car. , s you have drawn should be kept face up, ps your Once a‘Tactic‘aliective has been achieved
opponent can see which Tactical Objectives you have ‘ ' discarded. After the-achieved Tactical Objecnves (if
generated, unless the missionyou are playing instructs any) have been discarded, the player whose turn his can
you otherwise. 1 select one of theirremainiug active Tactical Objectives
and choose to discard it— this scores no victory points.
Tactical ObjectiVes that haveibie'en'generated are saidto? Discarded- Tactical Objectives cease being active and
beractive until they are» either? achieved or discarded. you cannot generate or achieve these objective ‘
remainder of the game. '
1 'Eactionaspecific TaCtvi’ial Objectives
Many c’odexes contain’l'actipcal Objectives that-are;
specific to a Faction and are used if your warlordis '
fromthe appropriate Facn'o'n. Normally, these replace i
the Capture and Control objectives In the Warhammer
.40,000 rulebook (numbers I1; 16). In a Cities ofDeath
miséion, you can choose whether or not to use Factio —’
specific Tactical Objectives ~ simply let your. opponent
knoW before the battle Which set of Tactical @bjeéti
you will use. Ifyou choose-to use Faction--spe‘cific‘
Tactical Objectives for a mission, they instead replace?"
the Capture and Control objectives In this book
HIKE All“! H

{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.

Battlezone: Industrial Worlds


Some rules presented in Battlezone: Industrial worlds:
{printed'first in Chapter Appnjved 2017) also feature
as part of the-rules found .in this book‘(for\examplies
flte'rules 'fbr Height Advantage on page‘63’)‘. As a
re ultzifyou are. using Bat-league: Industrial Wbrldsin: ..
tonjtmction with Cities ofDeath, the rules publis’hed‘iri
this book take precedence.

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.

THEAAMIES EIIIET TIIIIN


'7 ‘ s must first decide who will be the Attacker
. bathe DefendeeBo‘t’h players then select
rge'd army. Neither armycan-include "any Attacker has the firstitu-rns
_ 11's. This mission works especially well when
' " cesshavearoughly equal PoWer Level, or when
ckerls PoWer Level is‘ slightly higher than the IIAWIT mm
er’s. "This: mission works best with gr‘ound--based This mission uSesthef‘DfiWfi‘Rai‘ ”
, armies that contain few, if any, units that can FLY

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,

Attacker’s Deployment Zone


ainoa‘a'du‘asgr

'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 ARIIIIIEE ‘ 1 > FIRST TlIRIII


,2;

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: .

up to one Fo ' ‘ atio'n andth‘e Attackers army cannot ,


include any Fortifications This misswngworks especially STRIIIIITFIIINT
2.13.; Av

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.

than the Defenders


Stratageins, the Defender must secretly pick one
i
objective markers to denote their strongPoin’t.
THE RATTlEEIEEIl
Create a battlefield using the deployment map below
3 and then set up terrain as described on page 61. After HAZE ANII RIIIII .
:1
terrain has been set up, the Defender must set up 6 The Attacker cannotuse any Key 13111111511351:e

1 objective markers Each must be set up on or within a


diffe‘ient ruin or Sector Mechanicus structure.
in this mission, however, they canrnse EIJE§1Dem0llfiOfi5
Stratagem (pg 72) for [free (i.e. it castsiOCsg' . 5
3
I IIEPlIIYMEIIT '. ' “ :
After terrain has been set up! the Defender sets up-
BATTLE lEIIIiTH
The players should use the Random Battle L ’n‘ ’ ‘
,
«;:__.L

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.

TIIE, IIIIIIIIIEE EIIISI IIIIIII


The players must first decide who will be the Attacker The Attacker has thefirst turn,
and‘who will be'the Defende, Bqth playe'rsthen select
a Battle-forged» army. "The Defenderh army can include
up‘to. onefFortification (butnot’a BUILDING) and the IIElIEE ‘EIIIIIIES?
Attackers ‘armynannot includes’anylljortifications. This When the D'efendet‘s units Iarrive*¥roni“Re'SEfves}. they
missionworks especially‘well when both forces have are set 'up whollywi,‘ ,, .6" 'df the‘D ender?s battlefield
a rongh‘ly equal Power Levelgorwhenthe Attacker’s edge (units mayvvstill'ruse‘any abilities they may have that
Power Level is slightlyhighef than the Defender’s.‘ allow them to .arr-iiveiélseWhei-eysuchas ‘TeleportJStrikeU.

IIIE BATTIEEIEIII IIIIIIl IIIIIIIIIIIE .


Create a battlefield usifiggighefleployment map below The Defender has 2 additional Command Points in i
and then set up terrain as describedon page 61. Ensure this mission. These must he uSed .on Key Building
thatthere is at least one ruins or Sector Mechanicus Stratagems (pg 74-75) and both must be used on-
structure wholly within.,12" ofthe centre of the the Vltal Building objecfive marker (note that, in
battlefield to b‘e'the VitalBuilding. The streets and roads an exceptionto. the normal rules, the Vital Building
around this building should gontain plenty ofbarricades objective matkezi ' upgraded with two different
androbstacl'esto representthis' uildingfs outerdefences. Key Building Stratag, ins _. “
After terfiainfhasheen set 7 ' [the Defendersets‘lup jl
objective marker oni‘or‘i _ g theVitalBuildmg
BIITIlE lENIiIII
The players should use the Random Battle Length rules
lIEPlIWIIIEIIIT (pg 65) to determine how long the battle lasts.
After terrain has’been setup, the Defender sets up one
or two INFANTRY units from their army‘entirely' on or
in the Vital Building. Ifthe Defender’s‘army includes IIIIIIIIIIY IIIIIIIIIIIIIIIIE’ .
a Fortification, they set this In) within 6" of the Vital At the end of theibfattle, the: Attacker wins a major
Building. The remainder. ofthe Defendei’s army starts in victory if they conttol the Vital Building objective
Reseives (pg 65). The Attacker then sets .‘Ilp their army Tinarker. Anybther result is a major ;vi’ctoryfc§)r
Wholly within their deployment zone. the Defender.

Attacker’s Deployment Zone


THTIEE [IE llEATH NAHHATIVE PlAY
flHANI] ASSAlllT
After Weeks, months or even years of brutal urban conflict, the opportunity has arisen for one army to:
strike a decisive blow, either to push the invaders out of their city or alternatively to crush the: last vestiges
of resistance.

THE AHMIES ETITET THHH "


The players must’first decide who Will be. the Attacker The Defender has the'fi'rs’t- turn;
and who will be the Defender. Both players then select
a Battle—forged army. The Defender’s, army can include
up to one Fortification and the Attackers army cannot . ’PlAHT THE ElATi
includeany Fortifications; This missionrmorks especially Once the Attackers army controls an objective mar
well when both forces have a roughly equalo‘wer Level; it remains under their control for the remaind 7 ,
or when the Attacker’s Power Leilel is slightly higher game, even if the unit that wascontrolling it moves
than the Defender’s. I away or is destroyed, and the Defender can nevertregam
control of it. Note that whilst the Attacker continues‘to
control the objective marker, the-unit itself doesnot.
THE HATTlEElElll
Create a battlefieldusing the deployment map elow
and then setup terrain as described on page61.After SUSTAINEIT ASSAIIlT ,
terrain has been set up, the Defender must set up 6' * The Attacker uses the Sustained Assault rules (pg165)
objective markers in their deployment zone; Each Each time one of the Attacker 3, replacement units,
must be set up” on or within a different ruin or Sector arrives, roll a D6: on a 1—5, setup the unit Sothat'
Mechanicus structure. it is wholly within 6" ofthe Attack‘er’s battlefield-
edge On a 6‘, set up theunit wholly within 6" of any
‘ battlefield edge.
llEFlllTMEHT
After terrain has been set up, the Defender sets up their
entire army, and then the Attacker sets up their entire BATTLE lEHliTH .
army. A player’s models must be set up wholly Within The players should use the Random Battle Length rules
their deployment zone. (pg 65) to determine how longthe battle lasts. . .

PRELIMINARY HIIMEAIIIJMENTI7 Amman unnnmuus


Once both sides have been set up, the Attaéker launches 3' A: the end oft-he battle, the-Attacker .winsam
a Preliminary Bombardment (pg 65).. victory if they control all'th’e objectiVe markers on 7
the battlefield. Any other result 13 a major victory for
the Defender.
EIIIEE ur mam NARRATIVE v‘
THIJNIIEH nun ' x

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.

THE MTMIEE TIME“ STRIKE ‘ I . I .'


The playersmustifirst decide Who will be the Attacker At the start of the first battle tom ' “e ' " ’‘ ‘
and who will be the Defender.330th players then select ' chooses whether or not the D
be used in the battle. , ‘ "
Fortifications Th1 1551011 works espec1ally well When
the Defender-s Fewer Level-15 at least twice that of
the Attacker. V ‘" ’ TflllliET SIEHTEIT}
In this mission, the Attacker can use: it eM erSmpers
Stratagern (pg 72) for free (i.e it cost ‘
mmmtflnn 7
Create a battlefietdusmgihe deploymentirnapibelow
and then set up terrajnras described on Pagefil. :IlEl-TWEII ITEINFIIITTTEMENTE _
The Defender must subtract ltfromall REserverolls ‘
they make in this mission When the Defende ~
llEPlTIYMENT arrive from Reserves, they are set up wholly";
After‘terrai'n hasheen set 11p,,.the Defender sets up their ‘ any battlefield edge (units may still use any abili 7 they
Warlord and up to one third oftheir remaining units may have that allow thematé arrive elsewhere! uch as
using the rules for Concealed Deployment (pg 65). ‘Teleport Strike’). ""
The remainder’ofithe‘Defender’s army starts in Reserve
(pg 65). The-Attacker then sets up their army wholly
Within their deployment zone. HATTlE lENliTH
The players should use the Random Battle 7" en
(pg 65) to determine how longth'e' battle‘las V
FIRST TIITTN
After both sides have deployed, the Defender rolls a D6:
on a 6 the Defender has the first turn, otherwise the VIETITITY ITITNITITITINE .» 7
Attacker has the first tam. At the end of the battle; if the Defenders Warlordfhéis 1' " ‘
been destroyed, the Attacker wins a majOr VictoryziAny ,
other result is a major victory'forthe Defender. 1" 7 .‘ J

Defender’s
Deployment
'fherwise e gamg ends
hg'hadifihe‘s‘e“
films ur ntnmmmntnrm

’ ‘ buildings dominates this area of the city. Baeh', dfi '


IIIE'flflMIES
Both players sel
TEIEIEE nE EEA H MEEEHEE v
UHHflN “SEMI”
> but 6'

foothdld, s1: thé advanang force 111’7

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.

The defenders have erected a void An escape Pod'has crash landed


shield to protect their city from in this city. Locate and recover the
‘borribardfiient; the attackers I'fiust dignitary inside before the enemy
disable it. captures-them.

A convoy ofmilitary transports must — ' A beleaguered army must hold out

travél’ml’éughihe ro‘ads of‘anhosfile iritheshattered'ruins ofa citytthat


City, survivingrheavy fire to'reachr is being Shelled, longenough for:
Woundedtroops. reinfore‘ernent's to relieve them.

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.

infestedWJ hmutants‘, alien‘s or


‘cultzistsr. They bo11 to the surface!
threatening to overwhelm
the defenders.
‘w-‘zmar‘ a o _

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.

ObScared Targets Dangerous Terrain


After yon‘have chosen a; unit toi'sh‘oot-l with andsjthe Each time a'inodel Advancesror charges thrhugh ’’
targefi(s), you must detefmine if any loflthe targets dangerous terrain, roll a D6;- on a. 1, that model’s unit
are obscured. suffers a mortal wound.

A target unit is obsoure‘d if everyimodel in 'it'is obscured Height Advantage


from th‘erploint of View ofthe. firingmodel. A model is A model gains a height advantage whilstit is occupying .
obscured unless all parts of it that are facing the firing the upper levels of a ruin or a Sector Mechanicus
model are Visible from the point ofView of the firing structure and it shoots at a unit that-is either "at
model (a VEHICLE or MONSTER is instead obscured street level or within'a‘ lower level ofa min orJS‘e'c'tOI‘
unless 50% or more ofthe model facing the firing model Mechanicus structure. To gain a heightadvantage,.ze‘izer'y " _
is visible from the point ofView of the firing model). model in the target unitmust be onl‘eviel's'that are-3mm?
more below that of the 'fii‘iri'gimod‘el; '
A model can see throughother models in its .own‘uiiit
and other'models 1n the target unit'Models withthe 'Ifa model makes an attack-with a ranged weapdn
Flyer Battlefieldl‘eLare never obscured, even ifles'sv against aneneiny unit over Which it haszaheight
than 50% oftbemodelis visible to the firingmodel. advantage; the ArmonrrPe" ' 'ation characteristic of"
weapon isimproved‘by 1;
Subtractkl fgom hit rolls for attacks with ranged
weaponsithe target is obscured. Soft and Hard Cover
Ifa‘un t is entirely on or within any terrain feature .7 _
In a firing unit, only the models to whom the t‘a’Ig'e‘ti unit is reCeIVing the benefit of cover from a terrain feature
is obscured suffer the penalty to their hit rolls. add 1 to its models’ saving throws against shooting
attacks if the terrain feature 15 classed as soft cover,
,oI add 2 if the terrain feature 15 classed as hard coVer.
" Invulnerable saves are unafected Units gain no benefit
from cover in the Fight phase.

Iprovmg'fh‘e Benefits ofCove-11'


Ifa model hasan abilityfliat improvest‘he bonus it.
Ieceives to its. saving throw when it is reeeiving the
benefit of cover, you only add the bonus to its saving: . .
throw when it receives thebenefit of softcover; If snehz.
a Ino del is‘ I'ecéiving the benefit of hard cover, you I ., .
instead add an additional +1 bonus to its saving throWs, l- .
regardless of the actual number listed in its ability.

Ignoring the Benefits :oficover


Lucky Hit LIf‘a model has an} ability that ignores the benefit a target
A hit roll of 6 always hits the target, irrespective of any might otherwise receive to its saving throws from being ,7
modifiers that may apply ' in cover, or is shoOting a Weapon that has an ability I. I
like this, it makes no difference whether the target is
Streets and Roads , receiving the benefit of soft or hard cover- it gains no
If a model-spends its entire MoVem‘e’ntphaséie‘ii arstreet ‘ bonus to its saving throws. Note, however, that such.
or road, itsM’ove charac’teriStic isincte‘asedhy "until: abilities only ignore theb a target might otherwise ‘ '
the endéofrthe phase. This has nofeiffectton uniIs that haVe gained to its Saving throws; it does not ignore ;"
can FLY; penalty incurred to the firer’s hit rolls as a. result of the
target being obscured.
infi- : v: v .

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;

Campaign Round Summary Location Upgrade Markers

1. Action Phase ‘ Comms Augm'stA‘ location


The players fight oneor more Cities of Death battles, withthis upgradehas +1" (
using the.matrix on-page 37 to pick each mission.‘ Strategic Value. I “
Players receive- glory points depending on the results: , ‘.
eachigame‘ won earns 3*points,; each game drawn or- lost ' ‘ ' ‘1 ' "
earn-s Lpointi each senemyWarlord'slain earns lppoint.

Fortified Location: The


controlling player rolls a D6 each
time an enemy player attempts to '
seize this location: on a 1-3 that
' locationis seized as norrr’ial; on a
2- Strategy Phase ‘ 4-6 the location is not'seized'and
Determine Initiative: The player with the most glory remains under your-Cantrell; '
pointsfhas the highest inifiatve, the player with the
second greatest number of glory'points has the second Razed: When ‘a location is Razed,
highest initiafive, and so on. . place a Razed marker on that "1; ’ ‘
location, and remove the army
Earn CampaiSn Points: Add up the Resource Values of marker if there is one, No player
each location you control (the top number)— you earn can control that'locationfqr the
this many campaign pdints. Then check whether players remainder ofthe campaign:
have achieved the Campaign’s Strategic Goal.

Earn StrategyPoints: Add up the‘StrategicValues of


each loaation you control (the bottom number) you
earn this many strategypoints.

Spend Strategy Points: In initiative order, players take it


in turn to purchase Strategic Resource cards 115mg their
strategy poi;1ts,1repeating thisuntil each player has up to
three cards '4 add these to the campaign map.

Seize Territory: In initiative order, players‘ta‘ke it


in tur‘n't’ 7 captnrea location 7 locations can only‘be'
captured fromnanother player ifyou won a game, against
them in the Action phase. Special locationsgwhi‘ch are
controlled can only be captured if the capturing player
won a battle against the controlling player using the
Assault Stronghold Strategic Resource card in that
round. After this, players takeit in turn to capture’a
second'locan‘on, butthis-time in reverse initiative order.

Rand’OmCEiv’ents: Replace the Random Event card with a


new-ofnextmd begirranew Aciu'on phase; ’ '
7 ants. Death lurks'In every Window and waits f: .
mud 'every corner. Each building can become a defiant bastion upon which

' :5 I ;; N67 2ws, UK


‘Iames-worllsnon.q:o|n
:Erinted by CEO; In CHINA

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