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Cities of Death

Many of the myriad worlds of the 41st Millennium feature vast districts crammed with countless hab-blocks, cathedra, PDF barracks and manufactorums. To fight amongst such dense urban jungles requires a different strategy altogether.

The objectives a commander will be ordered to achieve in the dense terrain of one of the galaxy’s countless cities will be different to those they prioritise on a more open battlefield. Every building is a potential strongpoint or bastion, and because of this they will become the focus for much of the fighting. The following rules allow you to use a new set of Cities of Death Objectives that replace the Tactical Objectives found in Warhammer 40,000: The Rules, and which reflect the different nature of fighting in an urban environment.

In this section you will find the rules for using 36 Cities of Death Objectives in your games of Warhammer 40,000, and six new Cities of Death missions. The missions all use Cities of Death Objectives, but each one emphasises a different aspect of fighting in an urban environment. Additionally, you will find rules for linking these missions together in an epic campaign of urban warfare. Also included in this section are rules for using Cities of Death Objectives in other games of Warhammer 40,000 that use Tactical Objectives, such as Maelstrom of War.

How to Use Cities of Death Missions

If a mission has the Cities of Death Objectives mission special rule, it is a Cities of Death mission. To play a Cities of Death mission only requires a handful of modifications to the Preparing for Battle section of Warhammer 40,000: The Rules, which are described below.

The Mission

If you and your opponent wish to play a Cities of Death mission, then at the start of The Mission step of Preparing for Battle (as described in Warhammer 40,000: The Rules), you can roll on the table below, or choose the mission you wish to fight, to determine which mission is used for the battle.

Cities of Death Battlefields and Deployment

Instructions for creating Cities of Death battlefields and deploying your forces are included in the Cities of Death missions themselves; you must use these rules instead of those found in Warhammer 40,000: The Rules.

Cities of Death Objective Markers

You will need 6 Objective Markers that are individually numbered 1 through 6. Unless instructed otherwise, the players should place all 6 Objective Markers on the battlefield, using the rules for Placing Objective Markers. These Objective Markers are controlled using the rules for Controlling Objective Markers. Each Objective Marker may also be a Mysterious Objective as described in Warhammer 40,000: The Rules if this mission special rule is also in use.

In addition to the restrictions on Placing Objective Markers found in Warhammer 40,000: The Rules, each Objective Marker must be placed on a building or in ruin terrain. If it is impossible to place all of the Objective Markers because of this restriction, place as many as possible, and discard any that are remaining. Because of this, we recommend that you set up at least six buildings and/or ruins for any mission that has the Cities of Death Objectives special rule.

Cities of Death Objectives & Tactical Objectives

If you are playing a Warhammer 40,000 mission that has the Tactical Objectives special rule, and you have set up ruins and/or buildings as part of the terrain for the battle, then you and your opponent can agree to use the Cities of Death Objectives special rules if you wish. If you do this, then use the Cities of Death Objectives instead of the Tactical Objectives. Note that if you do this, any Tactical Objectives specific to your Faction cannot be used; you must use the Cities of Death Objectives alone. Missions with the Cities of Death Objectives mission special rules always use Cities of Death Objectives instead of Tactical Objectives.

Note that any rules which affect how Tactical Objectives are generated, achieved and discarded apply to Cities of Death Objectives exactly as if they were Tactical Objectives.

Generating Cities of Death Objectives

At the beginning of each of your turns, you will need to generate a number of Cities of Death Objectives. If you are playing a mission with the Cities of Death Objectives special rule, it will state how many you should generate, otherwise you will need to agree how many to generate at the start of each turn.

To generate a Cities of Death Objective, roll a D66, consult the table below and write the result down. Note that unless the mission itself states otherwise, these rolls are not secret; both players should be able to see what Cities of Death Objectives each other has.

When generating Cities of Death Objectives, keep a note of the numbers you rolled during the game – if you roll the same numbered Cities of Death Objective during the same game, roll again until one you can use is generated. Only roll again if you have already generated that Cities of Death Objective yourself during the game – if your opponent has generated a particular Cities of Death Objective that you have not yet generated, you can still generate that Cities of Death Objective.

Cities of Death Objectives that have been generated are said to be Active until they are either achieved or discarded.

Achieving Cities of Death Objectives

You score Victory Points (see Warhammer 40,000: The Rules) for achieving Cities of Death Objectives at the end of your turn. Any Victory Points awarded from Cities of Death Objectives are added to any Victory Points awarded from any other source (from Secondary Objectives, for example).

At the end of your turn, you must check to see if you have achieved any of your Active Cities of Death Objectives – the descriptions will tell you how they are achieved and how many Victory Points are scored for completing them. If you can achieve a Cities of Death Objective at the end of your turn you must immediately score Victory Points for it – you cannot choose not to achieve a Cities of Death Objective at the end of your turn. Note that a player can achieve any number of their Active Cities of Death Objectives in the same turn (including multiples of the same named Cities of Death Objective that do not have the same number).

For example, Simon has the Streets of Death and Cripple the Vanguard Cities of Death Objectives. In his first turn, Simon destroys an enemy Fast Attack unit that is on open ground, scoring in this instance 2 Victory Points. If the mission also used the First Blood secondary objective, Simon would score 1 additional Victory Point if this was the first unit destroyed in the game (making the unit’s destruction worth a grand total of 3 Victory Points).

Discarding Cities of Death Objectives

Designer’s Note
If you own a deck of Cities of Death cards, you can generate your Cities of Death Objectives by shuffling the deck and drawing the top card instead of rolling a D66. You must do this openly unless the mission instructs you otherwise.
Once a Cities of Death Objective has been achieved, it is discarded. After all Cities of Death Objectives that have been achieved are discarded, the player whose turn it is can select one of his remaining Active Cities of Death Objectives (if any) and choose to discard it – this scores no Victory Points. You may additionally discard any Active Cities of Death Objectives for Objective Markers that are not being used because there are fewer than six buildings on the battlefield – these also score no Victory Points. Discarded Cities of Death Objectives cease being Active and you cannot generate or achieve these objectives for the remainder of the game.

Cities of Death Objectives Table

This section describes the Cities of Death Objectives that you can use in your games of Warhammer 40,000. Each Cities of Death Objective details a specific task that your forces must accomplish, the conditions that must be met in order to achieve it, and how many Victory Points you will score for doing so. The number next to the Cities of Death Objective’s title corresponds to the D66 result rolled to generate it. See the previous section for more details on generating and using Cities of Death Objectives.

D66ResultTypeDescription
11Secure Building 1Capture & ControlScore 1 Victory Point if you control Objective Marker 1 at the end of your turn.
12Secure Building 2Score 1 Victory Point if you control Objective Marker 2 at the end of your turn.
13Secure Building 3Score 1 Victory Point if you control Objective Marker 3 at the end of your turn.
14Secure Building 4Score 1 Victory Point if you control Objective Marker 4 at the end of your turn.
15Secure Building 5Score 1 Victory Point if you control Objective Marker 5 at the end of your turn.
16Secure Building 6Score 1 Victory Point if you control Objective Marker 6 at the end of your turn.
21Garrison Building 1Take & HoldScore 2 Victory Points if you control Objective Marker 1 at the end of two of your turns consecutively.
22Garrison Building 2Score 2 Victory Points if you control Objective Marker 2 at the end of two of your turns consecutively.
23Garrison Building 3Score 2 Victory Points if you control Objective Marker 3 at the end of two of your turns consecutively.
24Garrison Building 4Score 2 Victory Points if you control Objective Marker 4 at the end of two of your turns consecutively.
25Garrison Building 5Score 2 Victory Points if you control Objective Marker 5 at the end of two of your turns consecutively.
26Garrison Building 6Score 2 Victory Points if you control Objective Marker 6 at the end of two of your turns consecutively.
31Seize Building 1Storm & DefendScore 1 Victory Point if you control Objective Marker 1 at the end of your turn. If the enemy controlled the Objective Marker at the start of your turn and you control it at the end of your turn, score D3 Victory Points instead.
32Seize Building 2Score 1 Victory Point if you control Objective Marker 2 at the end of your turn. If the enemy controlled the Objective Marker at the start of your turn and you control it at the end of your turn, score D3 Victory Points instead.
33Seize Building 3Score 1 Victory Point if you control Objective Marker 3 at the end of your turn. If the enemy controlled the Objective Marker at the start of your turn and you control it at the end of your turn, score D3 Victory Points instead.
34Seize Building 4Score 1 Victory Point if you control Objective Marker 4 at the end of your turn. If the enemy controlled the Objective Marker at the start of your turn and you control it at the end of your turn, score D3 Victory Points instead.
35Seize Building 5Score 1 Victory Point if you control Objective Marker 5 at the end of your turn. If the enemy controlled the Objective Marker at the start of your turn and you control it at the end of your turn, score D3 Victory Points instead.
36Seize Building 6Score 1 Victory Point if you control Objective Marker 6 at the end of your turn. If the enemy controlled the Objective Marker at the start of your turn and you control it at the end of your turn, score D3 Victory Points instead.
41Command CentreSeize GroundWhen this Cities of Death Objective is generated, your opponent must select an Objective Marker. Score 1 Victory Point at the end of your turn if you control the Objective Marker. If you control the Objective Marker at the end of the turn in which this Cities of Death Objective was generated, score D3 Victory Points instead.
42Maintain PerimeterScore 1 Victory Point if no more than one enemy scoring unit is within 12" of the centre of the battlefield at the end of your turn. If there are no enemy units within 18" of the centre of the battlefield at the end of your turn, score D3 Victory Points instead.
43Sally ForthScore 1 Victory Point if at least one of your units disembarked from a building, or started the turn in ruins terrain, and successfully charged into close combat during your turn.
44Capture the CastleScore D3 Victory Points if you control the Objective Marker closest to the enemy table edge at the end of your turn. If two or more Objective Markers are equally close, score D3 Victory Points if you control any one of them.
45The High GroundScore D3 Victory Points if you control the two Objective Markers that are on the two tallest buildings and/or ruins on the battlefield at the end of your turn. If more than two Objective Markers are on equally tall buildings or ruins, score D3 Victory Points if you control any two of them.
46Repel the EnemyScore D3+3 Victory Points if not a single enemy scoring unit is embarked within, on the battlements of, or in base contact with any building or ruin on the battlefield at the end of your turn.
51Crushing FirepowerPurgeScore 1 Victory Point if an enemy unit was completely destroyed during the Shooting phase of your turn. If you completely destroyed an enemy unit that had all of its models in buildings or ruins terrain during your Shooting phase, score D3 Victory Points instead.
52No ShelterScore 1 Victory Point if an enemy unit was completely destroyed during the Assault phase of your turn. If you completely destroyed an enemy unit that had all of its models in buildings or ruins terrain during your Assault phase, score D3 Victory Points instead.
53Streets of DeathScore 1 Victory Point if an enemy unit that started your turn with one or more models on open ground was completely destroyed during your turn. If between 3 and 5 enemy units that started your turn with one or more models on open ground were completely destroyed during your turn, score D3 Victory Points instead. If 6 or more enemy units that started your turn with one or more models on open ground were completely destroyed during your turn, score D3+3 Victory Points instead.
54Surprise AttackScore 1 Victory Point if at least one enemy unit was completely destroyed by a friendly unit that arrived from Reserves during the same turn.
55Cripple the VanguardScore 1 Victory Point if at least one enemy fast attack unit was completely destroyed during this turn during this turn. If you completely destroyed 3 or more enemy fast attack units during your turn, score D3+3 Victory Points instead.
56No WitnessScore 1 Victory Point if every one of your opponent’s models with the Independent Character special rule has been removed as casualties during this or any previous turn.
61KingslayerAnnihilationScore D3 Victory Points at the end of your turn if your opponent’s Warlord has been removed as a casualty during this or any previous turn.
62Witch HunterScore 1 Victory Point at the end of your turn if at least one enemy unit with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rule was completely destroyed during your turn.
63Scour the SkiesScore 1 Victory Point at the end of your turn if at least one enemy Flyer or Flying Monstrous Creature was removed as a casualty during your turn.
64Counter-strikeScore 1 Victory Point at the end of your turn if at least one enemy unit that arrived from Deep Strike Reserve was completely destroyed during your turn. If 3 or more enemy units that arrived from Deep Strike Reserve were completely destroyed during your turn, score D3 Victory Points instead.
65Stronghold DenialScore 1 Victory Point at the end of your turn if at least one building was destroyed during your turn. If 3 or more buildings were destroyed during your turn, score D3 Victory Points instead.
66Big Game HunterScore 1 Victory Point at the end of your turn if at least one enemy Vehicle or Monstrous Creature was destroyed during your turn. If at least one enemy Super-heavy vehicle or Gargantuan Creature was destroyed during your turn, score D3 Victory Points instead.

Cities of Death Missions


Campaign Chart

The Cities of Death missions presented here can be played sequentially to fight a thrilling campaign, where one player is the Attacker for every mission, and their opponent is the Defender. If you do so, the victor of each mission will receive a bonus in the next mission of the campaign, as detailed on this page. If a game is a draw, neither player receives a bonus in the next mission. Whoever wins the final mission, Isolated Resistance, is then the victor of the Cities of Death campaign (if this game ends in a draw, we suggest that whoever won the most victories during the previous missions is crowned the overall victor of the campaign).


1
CITIES OF DEATH

Firesweep

Both sides are moving forward to occupy as much of the city as possible, conducting a room to room, building to building and street to street sweep, when they run into each other. Each force must attempt to complete their objectives, while preventing the enemy from achieving their own.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain as described in Warhammer 40,000: The Rules. We recommend that you set up at least six buildings and/or ruins, and that you use more buildings and ruins if they are available. Each player rolls a D6, re-rolling ties. Whoever scores higher decides which quarter of the table they wish to deploy in. The opposing player deploys in the diagonally opposite quarter.

Objective Markers
After terrain has been set up, but before determining table quarters, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules from Warhammer 40,000: The Rules, as modified by the Cities of Death special rules.

DEPLOYMENT
Before any models are deployed, both players should roll to determine their Warlord Traits.

Players must deploy using the Standard Deployment Method.

FIRST TURN
The player that deployed first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

Cities of Death Objectives
Each player generates 3 Cities of Death Objectives at the start of their first turn.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objectives
Achieve as many Cities of Death Objectives as possible. If, at the start of a player’s turn, they have fewer than 3 Active Cities of Death Objectives, they must generate a number of new Cities of Death Objectives until they have 3.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Cities of Death Objectives, Mysterious Objectives, Night Fighting, Reserves


2
CITIES OF DEATH

High Ground

A strategically vital pair of buildings dominate this area of the city. Each side is determined to capture them once and for all, and battle erupts as the armies converge upon them. The outcome of this skirmish could well decide the result of the wider war, so the stakes are high.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
Set up terrain as described in Warhammer 40,000: The Rules. We recommend that you set up at least six buildings and/or ruins, and that you use more buildings and ruins if they are available. Use the deployment map included with this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher decides which quarter of the table they wish to deploy in. The opposing player deploys in the diagonally opposite quarter.

Objective Markers
After terrain has been set up, but before determining table quarters, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules from Warhammer 40,000: The Rules, as modified by the Cities of Death special rules.

In this mission, Objective Marker 1 must be placed on the tallest building or ruin on the board, and Objective Marker 2 must be placed on the second tallest building or ruin. You can choose where to place the marker if several buildings/ruins are equally tall.

DEPLOYMENT
Before any models are deployed, both players should roll to determine their Warlord Traits.

Players must deploy using the Standard Deployment Method.

FIRST TURN
The player that deployed first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

Cities of Death Objectives
Each player automatically receives the High Ground Cities of Death Objective at the start of their first turn. In addition, if they achieve this objective, it becomes Active again instead of being discarded (and therefore can be achieved again at the end of future turns).

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objectives
Achieve as many Cities of Death Objectives as possible. At the start of each player’s turn after the first, they must generate one new Cities of Death Objective.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Cities of Death Objectives, Mysterious Objectives, Night Fighting, Reserves


3
CITIES OF DEATH

Domination

Both sides are attempting to dominate this sector of the city by sheer weight of numbers and raw firepower. Only when all buildings are securely held can the process of driving the enemy out, once and for all, begin.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain as described in Warhammer 40,000: The Rules. We recommend that you set up at least six buildings and/or ruins, and that you use more buildings and ruins if they are available. Each player rolls a D6, re-rolling ties. Whoever scores higher decides which quarter of the table they wish to deploy in. The opposing player deploys in the diagonally opposite quarter.

Objective Markers
After terrain has been set up, but before determining table quarters, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules from Warhammer 40,000: The Rules, as modified by the Cities of Death special rules.

DEPLOYMENT
Before any models are deployed, both players should roll to determine their Warlord Traits.

Players must deploy using the Standard Deployment Method.

FIRST TURN
The player that deployed first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

Cities of Death Objectives
Each player generates 3 Cities of Death Objectives at the start of their first turn.

In this mission only Capture & Control, Take & Hold and Storm & Defend Cities of Death Objectives are used. Generate these objectives by rolling a D36 instead of a D66. To roll a D36, use a D3 to generate the first ‘tens’ part of the result, and a D6 to generate the second ‘digits’ part of the result. For example, a roll of 1 on the D3 and a 4 on the D6 would produce a result of 14. If you are using a Cities of Death card deck, then simply exclude all Seize Ground, Purge and Annihilation cards from the deck.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objectives
Achieve as many Cities of Death Objectives as possible. If, at the start of a player’s turn, they have fewer than 3 Active Cities of Death Objectives, they must generate a number of new Cities of Death Objectives until they have 3.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Cities of Death Objectives, Mysterious Objectives, Night Fighting, Reserves


4
CITIES OF DEATH

Maximum Attrition

The time for strategy and caution is over – now the city will shake with the thunder of guns. Both sides have massed sufficient numbers to launch an all-out attack against the other, seeking nothing less than the total annihilation of the enemy, no matter the cost.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain as described in Warhammer 40,000: The Rules. We recommend that you set up at least six buildings and/or ruins, and that you use more buildings and ruins if they are available. Each player rolls a D6, re-rolling ties. Whoever scores higher decides which quarter of the table they wish to deploy in. The opposing player deploys in the diagonally opposite quarter.

Objective Markers
After terrain has been set up, but before determining table quarters, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules from Warhammer 40,000: The Rules, as modified by the Cities of Death special rules.

DEPLOYMENT
Before any models are deployed, both players should roll to determine their Warlord Traits.

Players must deploy using the Standard Deployment Method.

FIRST TURN
The player that deployed first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

Cities of Death Objectives
Each player automatically receives the Crushing Firepower Cities of Death Objective at the start of their first turn. In addition, if they achieve this objective, it becomes Active again instead of being discarded (and therefore can be achieved again at the end of future turns).

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objectives
Achieve as many Cities of Death Objectives as possible. At the start of each player’s turn after the first, they must generate one new Cities of Death Objective.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Cities of Death Objectives, Mysterious Objectives, Night Fighting, Reserves


5
CITIES OF DEATH

Urban Assault

Both armies are launching an assault upon their foes’ strongpoint, but must spare sufficient warriors to defend their own, lest they lose more ground than they gain. It may be necessary to penetrate deep into enemy territory to secure a foothold, so the advancing forces must give no quarter.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain as described in Warhammer 40,000: The Rules. We recommend that you set up at least six buildings and/or ruins, and that you use more buildings and ruins if they are available. Each player rolls a D6, re-rolling ties. Whoever scores higher decides which quarter of the table they wish to deploy in. The opposing player deploys in the diagonally opposite quarter.

Objective Markers
After terrain has been set up, but before determining table quarters, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules from Warhammer 40,000: The Rules, as modified by the Cities of Death special rules.

DEPLOYMENT
Before any models are deployed, both players should roll to determine their Warlord Traits.

Players must deploy using the Standard Deployment Method.

FIRST TURN
The player that deployed first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

Cities of Death Objectives
Each player generates 3 Cities of Death Objectives at the start of their first turn.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objectives
Achieve as many Cities of Death Objectives as possible. If, at the start of a player’s turn, they have fewer than 3 Active Cities of Death Objectives, they must generate a number of new Cities of Death Objectives until they have 3.

The Victory Points received for completing Capture & Control, Take & Hold and Storm & Defend objectives (i.e. results 11-36 on the Cities of Death Objectives table) are doubled if the Objective Marker is fully within the enemy’s deployment zone.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Cities of Death Objectives, Mysterious Objectives, Night Fighting, Reserves


6
CITIES OF DEATH

Isolated Resistance

The forces of both sides are scattered in pockets across the battlefront, making it impossible for either warlord to make a decisive advance. Each army needs to clear out surrounding buildings and establish a strong battle line before the enemy can gather in strength and push them back.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain as described in Warhammer 40,000: The Rules. We recommend that you set up at least six buildings and/or ruins, and that you use more buildings and ruins if they are available.

Objective Markers
After terrain has been set up, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules from Warhammer 40,000: The Rules, as modified by the Cities of Death special rules.

DEPLOYMENT
Players take it in turns to deploy one unit. The unit must have the Troops Battlefield Role, if one is available. The unit must deploy either in or within 3" of a building with an Objective Marker. The building chosen cannot be one that has already been chosen in this way for another unit. If this makes it impossible to deploy a unit, it cannot deploy.

After both players have deployed the maximum number of units they possibly can (i.e. up to three units each), all remaining units are placed in Reserves.

FIRST TURN
Roll-off to see which player takes the first turn.

Cities of Death Objectives
Each player generates 3 Cities of Death Objectives at the start of their first turn.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objectives
Achieve as many Cities of Death Objectives as possible. If, at the start of a player’s turn, they have fewer than 3 Active Cities of Death Objectives, they must generate a number of new Cities of Death Objectives until they have 3.

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Cities of Death Objectives, Mysterious Objectives, Night Fighting, Reserves.

Lines of Retreat: Any units that Fall Back must do so towards the nearest table edge.

Scattered Reserves: When a unit arrives from Reserves, you must roll a D6 and consult the deployment map to determine the table edge from which it must arrive. Units that can Deep Strike may deploy using the Deep Strike rules, but any other special rules, Warlord Traits etc. that allow a player to change where a Reserves unit arrives cannot be used in this mission.