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CitiesShallFall_Pt1
An Apocalypse/Cities of Death Campaign
In the first part of our brand new Warhammer 40,000
campaign, the Imperium’s beleaguered cityfighters must hold
the line against the dread forces of Chaos.
t the close of the third century of the
fortieth 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 entire
region held its breath, fearing a full-scale
crusade through the Cadian Gate. Yet no
more fleets came; it appeared that Malin’s
Reach would bear the brunt of the
Ruinous Powers’ attentions.
As the skies of Malin’s Reach burned
with the contrails of a thousand Chaos
drop ships, the Planetary Defence Force
mustered in the world’s largest city, Cor
Hydrae. Imperial Commander Sahak
d’Ludis transmitted a plea for aid, for he
saw that his forces would be hard-pressed
to stand before the sheer numbers of
attackers bearing down upon his world.
The 74th Cadian answered his call, for
they were traversing the reach en route for
duty in the Cadian Gate. Against all of
d’Ludis’ hopes, the Space Marines, too,
answered his plea, with detachments from
the Blood Angels, Salamanders, Mentor
Legion and a dozen more chapters
diverting for Malin’s Reach.
Daring to hope his world might be
spared the worst, d’Ludis ordered his forces
to dig in around his major cities and await
the inbound reinforcements. Even as the
approaching Chaos armies razed the
outlying regions, the first Imperial vessel
arrived at Cor Hydrae. D’Ludis himself
stood upon the landing apron and watched
as the jet-black lander touched down. He
watched as the vessel’s ramp lowered, and
a tall figure strode through the vented
gases. It was at that point that d’Ludis
realised that his hopes for a short war were
to be dashed. For the visitor was not some
high commander of the Imperial Guard, or
a Chapter Master of the Adeptus Astartes. It
was an Inquisitor, a sinister agent of the
Ordo Malleus.
The Inquisitor was the feared Lord
Ilthaman, a man known, even in the ranks
of the Inquisition, for his ruthlessness.
Ilthaman’s first words were to dismiss
D’ludis as commander-in-chief of the
Malin’s Reach Perimeter Defence Force,
and order him to be placed under house
arrest pending trial for cowardice in the
face of the enemy. Within hours, Inquisitor
Ilthaman had complete control of all the
forces on Malin’s Reach. Over the next few
days the Cadian 74th and the Space
Marines arrived, and even as the Chaos
forces closed on their targets, Ilthaman
stood ready to repel the invaders, no
matter the cost.
The story of this campaign
centres around the battle
of wills between two old
adversaries – Inquisitor
Ilthaman and the Chaos
Warlord Ptar. These
mighty lords will take to
the field in the final battle
of the campaign, and we
used the two models
shown above to represent
them in our battles.
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“He is here?” Ilthaman asked
of his astropath.
“He is here, my lord.
He walks upon Malin’s
Reach.”
“And his target?”
“The tarot reads as you
yourself said it would, my
lord.” The astropath’s skeletal
hands spread wide to indicate
the cards arrayed before him.
Though the astropath, like
all of his kind, was blind,
he saw far more than most
men ever would.
“Good.” Ilthaman turned
from the astropath to address
a group of officers waiting
patiently behind him. One
was a grizzled veteran
commander of the Cadian
Defence Forces, while the
other three, towering above
the first, were veteran
Space Marines.
“Gentlemen,” Ilthaman
addressed the group. “It falls
to you to take battle to our
foe. Your orders are simple.
Your forces are to be used
to draw the enemy towards
the city centre. They must
bleed the enemy dry,
regardless of casualties to
themselves. When Ptar’s
forces reach the Chapel,
we’ll surround them and
destroy Ptar once and for
all. Is that understood?”
The Space Marines
simply nodded grimly, while
the Cadian officer cleared
his throat.
“What is it, Colonel
Kaze?” Ilthaman said. “Speak
your mind.”
“My men, sir,” The
Colonel said. “Am I to
understand that in this
matter, the Cadian 74th are
to be considered
expendable?”
Ilthaman regarded the
man through narrowed eyes
before replying. “Your orders
are clear. Do you object?”
“Object, my lord?” Kaze
replied, a glint in his eye.
“Of course not, sir. We
Cadians always fight better
when we’re all expected to
die. We take it as a
challenge, if you catch my
drift, my lord.”
Ilthaman remained silent
as the group filed out of his
office. “I hope you are right,
Colonel Kaze,” Ilthaman
muttered. “For all of our
sakes…”
The Campaign
“Cities Shall Fall!” is a series of three
linked games. That may not seem like a lot
of games to play in a campaign, but that’s
because this campaign is special. All three
of these games use the rules from both the
Cities of Death and the Apocalypse
expansions. This article presents the first
scenario of the campaign, in which the
Imperial side is ordered to hold the “13th
Parallel”, across which not a single servant
of the Ruinous Powers must cross. Next
month, we’ll present the remaining two
battles. Simply play through the three
battles using the rules provided. The
winner of each scenario will gain some
bonus in the next battle.
The Imperium
Ilthaman’s orders to his commanders are
simple. They must draw the Chaos horde
into the dense urban terrain of Cor Hydrae,
and there destroy them utterly. But
Ilthaman 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. Ilthaman 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 that 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
Ilthaman in person.
Chaos
At the head of the Chaos invasion stalks
the vile warlord Ptar, known to some as the
“Execrator of Dolonis VII”. Ilthaman and
Ptar have faced one another before, and
each holds both 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. With his side of his
bargain with the Ruinous Powers
completed, Ptar will condemn Malin’s
Reach to a cruel and savage death.
The campaign has a few rules regarding
the order in which the scenarios should be
played and what Cityfighting Stratagems
and Apocalypse strategic assets can be
used. These guidelines help you to tell the
campaign’s story.
the forces
The first point to make about these three
scenarios is that, although they are
presented as a series of battles fought
between the Imperium and Chaos Space
Marines, you should feel free to use them
with any forces you have available.
Although in Warhammer 40,000 the
distinction between the “good” and “bad”
guys is intentionally blurred, you shouldn’t
have any particular trouble using different
armies. The part of Chaos could easily be
filled by Orks, Tyranids, Necrons, Dark
Eldar and the like, while the Imperium
could easily be replaced with Eldar or Tau.
Having decided on your army, you’ll
need both the Cities of Death and the
Apocalypse expansions. This is because all
three of the scenarios are big, big battles,
and they’re being fought in the ruined
streets of Cor Hydrae.
Scenarios
There are three scenarios in this campaign,
and each game you play furthers the story.
The scenarios are played in this order:
1. The 13th Parallel
2. The Battle of Martyrs’ Square
3. The Battle of the Pious Heart
Winning the Campaign
The winner of the final battle wins
the campaign. However, your chances
of winning that scenario will be greatly
enhanced or reduced depending on how
well you perform in the preceding games.
Finally, each scenario contains a “Victory
or Defeat” section, which details the effects
that winning or losing a battle have on the
campaign.
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Campaign rules
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Imperial Deployment Zone
Colonel Kaze gritted
his teeth against the
shuddering force of
a super heavy shell
exploding somewhere
nearby. Fragments of
masonry pattered all
around as he rose, dusting
himself off.
“Vox!” Kaze yelled,
looking around for his
orderly.
A violent coughing
told Kaze his vox-officer
was nearby, and still alive.
A moment later, the man
heaved himself to his feet
from amidst a pile of
rubble. ‘Sir.’
“Get on the regimental
net,” Kaze growled. “Tell
Maken to be ready for an
assault as soon as this
bombardment lifts”.
Not waiting for his
orderly to acknowledge his
order, Kaze turned to the
ruined window of the shell
of a building in which he
had established his
command post. The scene
without reminded him of
the eschatological paintings
that decorated the Basilica
Gaur back home. Black,
skeletal ruins were
silhouetted against a livid
red sky, their windows
glowing infernal orange
like the eyes of angry
daemons. And through
those ruins, Kaze knew
that the ultimate foes of
Mankind stalked towards
his regiment’s lines.
Snapping out of his
musings, Kaze realised that
something was wrong. It
took him a moment to
register what had changed.
“The bombardment’s
lifted!” Kaze bellowed. In
a single stride, he crossed
to his orderly and grabbed
the vox handset.
“All companies,” Kaze
yelled into the vox, “To
your final fire positions!
Enemy assault imminent!”
Even as he issued his
order, the handset dropped
from his grasp to the
floor. Through the ruined
portal, Kaze saw movement
against the angry skies.
What he had at first
glance taken for a ruin,
stark against the flames,
was now moving
ponderously forward.
OBJECTIVES
Citadel Roads
We used the new Citadel
Roads to represent the
13th Parallel. By laying
two strips side-by-side,
an instant battle line was
drawn on the tabletop.
Chaos Deployment Zone
scenario 1: the 13th parallel
Cityfighting Strategems
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. In addition, the
Imperial players may place as many
lengths of razorwire, tank traps and
barricades on their side of the parallel as
they wish.
Chaos: Deep Strike, Infiltrate, Siege Shells.
Apocalypse Strategic Assets
Imperium: Hold at all Costs, Recon,
Scheduled Bombardment.
Chaos: Tunnels, Blind Barrage, Orbital
Bombardment.
Deployment
The Imperium must set up first, in the area
indicated above. They have 30 minutes to
do so, but no units may be kept in reserve,
so any not deployed within the time limit
don’t make it to the battle!
The Chaos Space Marines also have 30
minutes to set up, and also may not keep
any units in reserve.
Objectives
Unlike a normal Apocalyptic battle, the
objectives are all set up on one side of the
table, as shown above. There are six in all,
and they are captured in the manner
described in the Apocalypse expansion.
Who Goes First?
The Chaos Space Marines have the
first turn.
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 next game.
As the Chaos forces launch their assault
upon Cor Hydrae, the Imperial Guard dig
in at the 13th Parallel, a line on the map
denoted by a wide thoroughfare that
bisects the city. Their orders are brutally
simple: hold the line, no matter the cost.
Warlord Ptar knows that his forces will
be made to pay for every metre of the city
that they take, and that crossing the 13th
Parallel will be one of the most costly
battles of the war. However, Ptar is driven
by his daemonic pact – he must cross the
parallel if he is to capture the Chapel of the
Pious Heart.
And so, as the defenders man their
defences on their side of the wide
thoroughfare, the first shells scream down
among them. All know the importance of
the outcome, but also that that their lives
are expendable in this, the battle for the
13th Parallel.
Armies
On the Imperial side of the 13th Parallel is
a 3000-point Imperial Guard army, plus
another 2000 points of Space Marines
drawn from a variety of chapters. This
should make a great team game, with one
or two Imperial Guard players manning the
parallel while any number of Space Marine
players launch counter attacks where
needed most.
The Chaos army consists of 7000 points
of Chaos Space Marines, drawn from a
variety of warbands. The Chaos army is
intentionally larger than the defenders’
force, as it is expected to be taking
substantial casualties crossing the parallel.
The Battlefield
You will need a 6' x 8' gaming area. The
photo above provides an example of how
to set it up, though you will need to adapt
this according to your own terrain
collection. The most important feature is
the 13th Parallel itself, which takes the
form of a road, 18" wide, running from one
short table edge to the other.
Time Limit
Agree a time limit appropriate to your
group. You should be able to play this
game over the course of a single day, but
be prepared to run into the evening.
NEXT MONTH
In issue XXX, we present the last two battles of the campaign, in
which Ptar will penetrate the centre of the city, and close in upon his
ultimate target: the Chapel of the Pious Heart. Will Inquisitor
Ilthaman’s callous plan to weaken the Chaos hordes before delivering
the deathblow succeed, or will the Chaos Lord summon forth the
dread powers of the Warp and decimate Malin’s Reach for all time?
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