I like Cities of Death, it adds character and something interesting to a game of 40k instead of the same old missions you play. So lets take a look at it with 5th Edition in mind.
It’s a shame G.W have kind of brushed CoD under the carpet and only revisit it when they lift up the carpet and find what’s under it, honestly G.W get your arse in gear and update the bloody thing – just do a Errata and it’s sorted. It’s just so out of date because many of the rules were written for 4th edition, though it did give birth to the moving through buildings for 5th edition – actually it’s the same rules copied and pasted 😉
Firstly before moving onto the updated rules I want to apologise for the possible misleading title. These updates are just made by myself and using updated rules where applicable. The article can be found on Imperius Dominatus which I will probably do specific army stratagems in the near future – if you’ve got any suggestions on those be sure to let me know 😉
* Owning stratagems do not work for the opponent
* Roll a D6 and nominate a equal number of buildings as dangerous terrain
* All buildings count as area and difficult terrain
* Building stratagems can be played on any building on the board
* Only one stratagem per building
* Stratagems are given a building before deployment, but after player roll off
* If a building is destroyed it counts as dangerous terrain from then on and any units in the building when it’s destroyed must take a pinning test. Any stratagems assigned to that building are also lost.
A stash of ammo which allows troops to fire without discipline unleashing a hail of bullets.
The ammo store is used in the shooting phase and allows all models within 6″ of the building to re-roll to hit.
Base of operations for a force over seeing the entire battle communicating across all fronts of the war.
The command centre stratagem gives all units within 6″ the counter attack special rule, in addition it gives +1 to reserve rolls.
Often a network of fuel lines or fuel stores, troops with flamer weaponry will often patch into the lines or take additional fuel.
Any model with a flamer template within 6″ of the fuel dump gains +1 strength and re-rolls to wound.
A building full of medical supplies or used as a battlefield hospital.
All units within 6″ gain the feel no pain special rule.
Troops patch into the buildings power supply allowing reload rates of weapons to increase.
Power generator is used in the shooting phase and allows re-rolls to wound.
A particularly point taken over by scouting forces or a security system relaying vital information allowing forces to sneak past the enemy.
Observation point allows a single unit within the army to scout or infiltrate.
A particular patch of ground which is valuable to a force for one reason or another.
Any unit within 6″ of the sacred ground gains the stubborn and preferred enemy special rules.
A particular important building may employ a power field to protect it.
All units within 6″ of the building gain a 5+ cover save, models inside the building gain a +1 cover save.
A range of buildings can hide deadly booby traps, beware!
Place D3 + 3 booby trap markers on any building, though none in the opponents deployment zone. Declare when using a booby trap when a unit is inside the building. D3 models are hit by a S8 AP2 hit with no cover saves – vehicles take D3 hits.
Buildings are often rigged with traps with high explosives designed to bring the building down on top of the enemy.
Place D3 + 3 demo charge markers on any building, though none in the opponents deployment zone. Declare when using a demo charge and all models inside the building take a S4 hit. The building is counted as dangerous terrain from then on and the unit(s) inside must take dangerous terrain test after resolving wounds from the demo charge blast.
Troops seize any buildings as outposts reinforcing them to withstand enemy attack.
Any models inside a building with the fortifications stratagem gains +1 cover save.
Snipers have a huge choice of spots to take out enemy troop formations.
Any model with a sniper rifle in a building with the master sniper stratagem rends on a 5+ instead of 6+ in addition no cover saves can be taken.
Troops can use buildings to there advantage gaining a elevated position over enemy troops.
When in a building using this stratagem, any enemy unit within 18″ will receive -1 to cover saves as long as the friendly unit is in a higher position than the enemy unit.
The only way to get troops out of a building is to blow it up!
To use this stratagem a unit must occupy the building. During each shooting phase S9 AP3 D3 large blast maybe fired, the blast has unlimited range. Any building hit by this is destroyed and removed on a 4+
Entrenched troops can be a big problem for a enemy force, only way to get them out is to burn them out!
To use this stratagem a unit must occupy the building. During each shooting phase S4 AP5 D3 large blast maybe fired, the blast has unlimited range. No cover saves maybe taken against this.
All troops are given vital wargear for close quarters city battles.
All models gain the move through cover special rule and are equipped with breaching charges which the models strike at initiative 10 when assaulting through cover.
Moving from cover to cover can be risky, deploy smoke so you can sneak from enemy fire.
All models are counted as having a 5+ cover save when in the open.
Some troops are armed with rappelling lines or grapples allowing them to move through buildings quickly or drop from aerial support.
All models may move as normal when moving ascending or descending when moving through a building, in addition any models deep striking from a skimmer can just normally disembark.
Not for clearing troops from buildings but for clearing buildings from cities!
All vehicles equipped with a ordnance weapon may declare using a siege shell, using the same range as the normal weapon and the large blast template fire at any building. On a 3+ that building is destroyed.
Troops quickly construct crude barricades for cover and to block enemy advancements.
After board setup, player roll off and deployment this stratagem maybe used. The player may place D3 + 3 barricades which are to be no longer than 6″ in length. The barricades count as difficult terrain for vehicles and troops and give a 4+ cover save to any model within 2″ behind the barricade.
After board setup, player roll off and deployment this stratagem maybe used. The player may place D3 + 3 razorwire which are to be no longer than 6″ in length. The razorwire inflicts S3 hits on any unit(s) attempting to cross it, in addition it counts as difficult terrain. It does not affect vehicles.
After board setup, player roll off and deployment this stratagem maybe used. The player may place D3 + 3 tank trap formations which are to be no longer than 6″ in length. Tank traps are impassable terrain to tanks and offer 4+ cover save to troops and as counted as area terrain.
Risky Commanders will employ teleportation or other tactics to drop troops straight into the city.
All troop choices may deep strike, any unit which has deep strike rule already may re-roll the scatter dice.
With sources and intelligence, a Commander pushes his troops forward using the city for cover.
All troop choices gain the infiltrate rule – this also allows them to outflank as well.
A cunning Commander will employ the sewers beneath the city to cut off the enemy and launch surprise attacks.
Place D3 + 3 sewer markers when choosing stratagems, when using reserves any unit may come through a sewer marker, though it may not assault. Units can be placed within 2″ of the marker.
*Note if both players take this stratagem then both players can use all sewer markers.
Hope you enjoy these, some have changed some haven’t and some are new. Let me know what you think and if you have any you want to add let me know!