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CITIES SHALL FALL!
Part 1: The 13th Parallel
At the close of the 3rd century of the 40th millennium, the Eye of Terror opened and the
defenders of a thousand planets trembled. Like a streaking comet foretelling the doom of an
entire world, the forces of Chaos lanced through the tumultuous void, their target: the world
of Malin’s Reach!
The Imperium
The Imperial Commander, the feared Inquisitor Ithilman made simple orders to his
commanders. They must draw the Chaos Horde into the dense urban terrain of Cor Hydrae,
and there destroy them utterly. But Ithilman himself knows his foe well, and is well aware of
his enemy’s intentions in coming to Malin’s Reach. He knows that the Chaos hordes will seek
not territory or plunder, but the desecration of the most potent symbol of Imperial faith in the
entire system; the Chapel of the Pious Heart in the very centre of the city. Ithilman has
briefed only his most senior commanders, for he knows that the rank and file would fail in
their resolve were they to know the truth. And truth is brutal; every warrior is expendable in
the fight for the city, for the hordes of Chaos must be bled unto death so that as they close
upon their objective they may be destroyed utterly, by Ithilman in person.
Chaos
As the head of the Chaos invasion stalks the vile warlord Ptar, known to some as the
“Execrator of Dolonis VII”. Ithilman and Ptar have faced one another before, and each holds
an abiding hatred and a grudging respect for the other. Ptar seeks upon Malin’s Reach the
consummation of a diabolical pact with the fiendish denizens of the Warp. At the Chapel of
the Pious Heart, he plans to enact a blasphemous ritual and bring about the summoning of a
legion of daemons and condemn Malin’s Reach to a brutal and savage death!
The Campaign
The campaign is a series of battles:
1. The 13th Parallel
2. The Battle of Martyr’s Square
3. The Battle of the Pious Heart
Winning the campaign
The winner of the final battle wins the campaign. However the chances of winning that battle
will be greatly enhanced or reduced depending on how well you perform in the preceding
games.
Scenario 1: The 13th Parallel
Forces
Imperial Guard: 3000 p
Space Marines: 2000 p
Chaos: 7000 p
The Battlefield
You will need a 6’X8’ gaming area. The most important feature is the 13th parallel itself, which
takes the form a road 18” wide, running from one short table edge to the other.
Time Limit
Agree a time limit appropriate to the group.
Cityfighting Stratagems
Imperium
Every city ruin adjacent to the 13th Parallel is
Fortified. One of these should be designated a
Command Centre, one a Medicae Centre and
up to three as Ammunition Stores. 1 In addition,
the Imperial players may place as many lengths
of Razor wire, Tank Traps and Barricades on
their side of the Parallel as they wish. 2
Chaos
Deep Strike, Infiltrate, Siege Shells. 3
1
Command Centre: grants a unit within 12” the Counter attack universal special rule / Medicae:
grants a unit within the ruin the Feel no pain universal rule / Ammunition Store: is used in the owning
players shooting phase and grants a unit to reroll any failed To hit roll
2
Razor Wire: difficult terrain for all non-vehicle models / Tank Traps: impassable to all vehicles
except skirmishers and provide a 5+ save for all non-vehicle models behind / Barricades: provides a
4+ cover save and are difficult terrain for non-vehicle models and difficult terrain for vehicles but are
removed when passed through by a non-skimmer. A length is 6”
3
Deep Strike: any units with the Deep Strike special rule are able to deploy accordingly – these units
begin in reserve / Infiltrate: any units with the Infiltrate special rule are able to deploy accordingly /
Siege Shells: All tanks already armed with a S10 ordnance blast weapon are equipped with siege
shells in addition to normal shells: range: 18” S10 AP:- Ordnance 1; blast – should the hole in the
centre of the marker land within a ruin the ruin will become dangerous terrain on a 4+. If it is already
dangerous it is destroyed on a 4+.
Apocalypse Strategic Assets
Imperium
Hold at all Costs, Recon, Scheduled Bombardment. 4
Chaos
Tunnels, Blind Barrage, Orbital Barrage. 5
Deployment
The Imperium must set up first, in the area behind the 13th Parallel. They have 30 minutes to
do so, but no units may be kept in reserve. If not deployed – they can’t be used!
Chaos also have 30 minutes and also may not keep reserves.
Objectives
The objectives are all set up in the Imperial deployment zone. There are six in all and they
are captured in the normal manner.
Who goes first?
Chaos!
Victory or defeat
If the Imperium wins, they gain the Ambush Apocalypse strategic asset in the next game. If
Chaos wins, they gain the Flank March asset in the next game.
4
Hold at all costs: revealed before beginning of the first turn: non-vehicle units count as scoring units
even if they are under 50% strength / Recon: revealed the first time it is used: all models may reroll
the dice when taking difficult terrain and dangerous terrain tests for the entire game / Scheduled
Bombardment: revealed before deployment: before either side starts to deploy their troops the
Imperium secretky records three points anywhere on the battlefield that will be hit by an Orbital
Bombardment. The Imperium must also record which turn which each bombardment will strike, but is
allowed only one per turn.
5
Tunnels: revealed after deployment before the first turn: Chaos may place D6+3 tunnel markers
anywhere on the table at ground level – units that enter via tunnels move (may not assault) as the
tunnel was a table edge. May not be used if an enemy is within 1” and only one unit may exit from
each marker per turn / Blind Barrage: revealed at the start of any gameturn, including the first: pick a
point anywhere on the table and place a marker, the roll for scatter and move the marker. The place a
second marker anywhere you like not more than 36” from the first and roll for scatter – draw an
imaginary line between the two markers; for the reminder of the gameturn the lone of sight of any unit
is blocked if it crosses this line / Orbital Bombardment: revealed in the shooting phase of one of your
player turns: roll a D3 – if the roll is equal to or less than the turn number then you may use the
bombardment. Place the Apocalyptic Barrage template anywhere on the table – Apocalyptic Barrage
(4) S8 AP3 Pinning. The bombardment always hits the side of vehicles and count as ordnance