RED ELF
CITYFIGHT SUB-PLOTS

At any one time, there are uncountable bloody wars being fought out across the galaxy; brutal, destructive campaigns where thousands die with every passing minute. Cities are often the focal point for these battles, be they Imperial industrial cities, claustrophobic hive worlds or the delicate, utterly alien Eldar craftworlds. There are many ploys that a cunning (or desperate) commander might attempt in order to gain some advantage over the enemy in such conditions. Many times, elements come into play that are completely unpredictable and out of the control of the engaging forces, and only a resourceful and adaptable commander will triumph.

These rules are an optional addition to the normal Cityfight campaign rules, and are designed to add character to your battles. They are intended to give your troops additional experience points and be flavourful, without upsetting the balance of the game.

Before the battle, each player may choose to roll on the sub-plots table. Roll a D6 to determine which table to roll on:

1-2 Random Events

3-4 Secret Ploys

5-6 Legacies of War

RANDOM EVENTS (D6): 1. Tunnels

The army scouts discover a series of subterranean tunnels spreading under the city.

One squad may utilise the tunnels and use the Subterranean Movement special rules from the Cityfight Mission special rules section. If the squad may already use these special rules for the scenario, then the player does not need to roll the Scatter dice for its Deep Strike, though they still must roll a 4+ on a D6 to appear.

2. Hive Quake/Unstable region

The region is particularly unstable, earthquakes and subterranean rumblings wracking the city.

Squads may only move vertically half of what they moved horizontally. Eg, normally a squad moving 6" horizontally may also move 6" vertically, but if the city is affected by a hive quake, then the squad may only move 3" vertically.

3. Chem-fog

Clouds of toxic fumes have spread across the city, concealing the movements of the enemy from view.

The chem-fog covers the entire battlefield. Use the Night Fighting rules. At the beginning of each player's turn roll a dice. On a 6, the fog dissipates, and the battle is fought normally.

4. Vermin Swarm

One of the buildings in the area is teeming with rats and insects, which will swarm over any that enter the infested building.

Take it in turns with your opponent to nominate a building that could contain the swarm (the player rolling Vermin Swarm starting). Roll a dice. The vermin swarm is within that building on a 5 or a 6. Continue rolling, alternating building choices until the position of the swarm is finalised. The same building cannot be chosen more than once. If no building contains the swarm, then it is assumed to have scurried away.

The first squad entering the building is attacked by the swarm, taking D6 automatic hits at Strength 3, AP 6. After the initial attack, the swarm disappears beneath the city, playing no further role in the battle. Vehicles and Walkers are unaffected by the swarm.

5. Acid Rain

Many cities are highly polluted, and acidic rain falling from the skies is not an unusual occurrence.

Captain Bradburn surveyed the war-torn battlefield intently with his thermal-imaging scope. As his gaze travelled over the ruins below, he could see countless glowing red hulking shapes lumbering through the darkness towards the position of his Death Korps Legion. He was certain that the Orks would hit within the hour. His gaze strayed to the large, ruined building at the far end of the shattered street that commanded an impressive view over the battle zone. As he watched, the glowing red thermal images of several small creatures moved into view. They clambered over the broken ruins, pushing, shoving and biting each other.

A larger figure moved up behind them, the red image of his form lashing out at the smaller creatures who cowered before him. They gestured crudely at the larger figure when it turned its back to them again. More of the smaller creatures moved into view, lugging several large, wheeled devices behind them by long chains. They were rolled into position behind the ruins, the barrels of the crude artillery pieces protruding over the crumbling wall. The Captain`s deadpan face did not display any change.

Bradburn raised his comm-link. still looking through the scope at the building. When he spoke, his voice was cold and unemotional:

Ork artillery pieces are in position. Detonate.

Captain Bradburn surveyed the building as it suddenly shook, a dull booming sound reverberating over the battlefield. A great cloud of smoke and dust rose, hiding the building from sight. Muffled roars and screams were carried across the battlefield. With a glimmer of satisfaction in his grey eyes, he silently applauded his men who had crept forwards to place the explosives.

"23rd Armoured Support." he said into his comm-link.

"Go ahead. Captain." The reply crackled with static.

"Commence bombardment."

"Copy that."

At the start of the game, any squads with models that are not under cover, ie not within 2" of a building, may be affected by the acid rain. For each squad not in cover, roll a D6. On a 6 that squad takes D6 automatic Strength 2 hits, AP - . Vehicles and walkers are unaffected by the acid rain.

6. Electrical Discharge

The skies above the war-torn city are ripped apart by a fierce electrical storm.

Each player may place an Ordnance template anywhere on the board at the start of each of their turns. TWO rolls are made for the Ordnance scattering, and each time the distance rolled for scatter is 2D6 rather than the usual D6.

Any model under the template may be struck by lightning. If the model has a Saving throw of 4+ or better it is struck on a 5+ on a D6. If the model has a saving throw of 5+ or less it is struck on a 6. Models struck by lightning suffer a Strength 5 automatic hit, AP - .

Vehicles under the template are struck by the lightning on a 5+ on a D6. Vehicles hit must roll on the Glancing Hit table, subtracting 1 from the dice roll.

SECRET PLOYS (D6): 1. Hit and Run

The battle force is moving fast so as to achieve its objectives before the enemy has a chance to counterattack.

If the scenario incorporates a random game ending, the player may choose to re-roll the dice for seeing when the game ends. The second result stands. If the game does not last for a variable number of turns, another roll on the Secret Ploys may be made.

2. Building Reconnaissance

Information has been received that one of the buildings on the battlefield may contain something of particular interest. Although this is unlikely to be the case, it must be investigated nevertheless.

Your opponent may nominate any building on the battlefield that is not within 10" of any board edge. One squad (not a vehicle or walker) must end its turn within the building (ie, not assaulting out of the building or falling back out of it within the same turn) in order to investigate it. There must be no enemy models within the building.

The squad (or individual) which investigates the building receives +100 experience points.

3. Battle Plans

One soldier in the army is carrying important battle documents, a sacred artefact or some such item. This must not fall into enemy hands!

Nominate any one model within the force to be carrying the item. The model may not be a vehicle or walker. Your opponent must be aware who is carrying it.

If the model survives the battle, his squad (or himself if he is an independent character) receives +100 experience points.

If the model is killed, the enemy unit (or individual) who killed him will receive +100 experience points.

4. Deceptive Deployment

Enemy spies and scouts have been deceived and misinformed.

One of your squads (your choice) may be repositioned after initial deployment has been completed, and after infiltrating squads have been placed.

5. Secret Intelligence

Your scouts have been observing the movements of the enemy, and the responses of the enemy have been anticipated.

The battle force gains D6 re-rolls that can be used at any time in the battle. Each re-roll enables the player to take any single D6 dice he has rolled (including one of the dice rolled on a 2D6, 3D6 etc,) and roll it again. Any dice can be re-rolled, but the player cannot re-roll a re-rolled dice.

6. Explosive Charges

Your scouts have tunnelled beneath one of the buildings on the battlefield, placing explosive charges beneath it.

After board sides have been chosen, but before any squads have been set up, the player secretly chooses one building on the battlefield which has the charges set beneath it. Write it down on a piece of paper.

At the beginning of any of your Shooting phases, you may attempt to detonate the charge. Show your opponent the building written down, and roll a D6. On a 1 it is a dud, or has been disengaged by the enemy. On a 2-6 it explodes, and any unit within the building takes D6 automatic hits at Strength 4, AP 5.

LEGACIES OF WAR (D6): 1. Inspired

Coming out of a recent victory or hearing a rousing oratory from their commander can often inspire soldiers to unprecedented levels of bravery.

One squad (your choice) may ignore negative modifiers for Morale checks and tests for regrouping. In effect, the squad will always use its standard Leadership for these checks.

If the squad is broken at any time during the battle, the squad loses 50 experience points.

2. Extended Duty

Sometimes due to the necessities of war, a squad will be required to engage in extended duty, often standing watch without relief, or forced to battle day in, day out.

One of your squads (your choice, but not a fearless unit) has a -1 to its Leadership for the duration of the battle.

If the squad remains unbroken for the entire battle, it gains +100 experience points.

3. Blood Bond

The rigours and horrors of war will often bond the soldiers together into a tight-knit fighting force.

Any squad (not a vehicle or walker) which fails its Leadership test for any reason is allowed to immediately re-take the test once if any member of the squad is within 6" of another friendly squad (not a vehicle or walker).

Any squad which is broken at the end of the game loses 50 experience points.

4. Vengeance

The actions of a particular enemy have become infamous and much hated by your soldiers.

One of your squads (your choice) hates the enemy with such a passion that it will always hit the enemy in close combat on the roll of a 3 or more.

Any squad breaking an enemy in assault gains +50 experience points (on top of the usual +100).

Any squad that is broken in an assault loses 50 experience points.

5. Battle Crazed

The rigours of war affect some soldiers differently than others. Some squads become crazed, seeking out the enemy in disregard for their own personal safety.

One squad (your choice) will automatically pass the first Leadership test it is required to take, and is allowed to regroup even if below half strength. In addition, the squad must always charge an enemy in the Assault phase if it is within range (though it does not have to charge an enemy vehicle or walker if it is within range).

Battle crazed squads which break an enemy in an assault gain +50 experience points (on top of the usual +100)

Battle crazed squads which are broken at the end of the game lose 50 experience points.

6. Spoils of War

Many are the occasion when soldiers will acquire additional wargear as a result of their looting of the battleground and the enemy.

One squad (your choice) has stumbled upon some wargear (that can be used for this battle only and is free for that squad). Roll another D6 to see what they have discovered (see the Cityfight Special Rules Armoury for details):

1-3 Scaling ladders/grapnel lines

4 Smoke or blind grenades

5 Command activated shredder mine

6 Demolition charge