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The Walls of Jericho

THE ARMIES
This scenario can accommodate 6 players, 3 on each side. Players can either bring their own
armies and/or use the models provided. If you wish to bring your own army, armies will be made
up of 2500 points each using one Force Organization Chart. In addition, each army is allowed to
take one Lord of War unit. Lord of War choices can be any Super Heavy Vehicle or Walker or
any Gargantuan or Flying Gargantuan creature from either the Escalation rulebook or
Forgeworld books.

Imperial armies will always be the defender. Eldar and Tau can join the Imperials as Defenders.

The attackers for each session are as follows:
Session 1: Necrons
Session 2: Chaos (Marines, Demons, Renegades)
Session 3: Open to all armies.
Each attacking army is allowed one additional Heavy Support choice. Attackers are not allowed
to take any Fortifications as part of their list.

THE BATTLEFIELD
The battle will be fought on a 6x10 foot table. On one end will be an Imperial city. On the other
end will be a desert. Separating both sections will be a massive fortified wall consisting of 3
sections (1 gate and 2 wall sections).

DEPLOYMENT
The players must first determine their Warlord Traits.

The Defenders deploy first. The Defenders can deploy inside the city, on the wall sections, and
outside the wall up to the Aegis Defense Line. One flyer can start the game in Hover mode on
the Skyshield Landing Pad inside the city section. Any units not deployed are placed in reserve.

The Attackers then deploy their armies in the desert no closer than 18 of the Aegis Defense
Line. Any unit not deployed on the table starts the game in reserve.

FIRST TURN
The Attackers go first unless the Defenders can seize the Initiative (see the Warhammer 40,000
rulebook).

GAME LENGTH
The mission uses the Variable Game Length (see the Warhammer 40,000 rulebook).

VICTORY CONDITIONS
At the end of the game, the side that has scored the most Victory Points is the winner. If both
sides have the same number of Victory Points, the game is a draw.

PRIMARY OBJECTIVES
At the end of the game, the Defenders score 3 Victory Points for each section of the fortified
wall that is still intact. The Attackers score 3 Victory Points for each section of the fortified wall
that has been destroyed.

At the end of the game, the Defender scores 1 Victory Point for each enemy unit that is still
outside the city walls. The Attacker scores 1 Victory Point for each friendly unit inside the city at
the end of the game.

At the end of the game, the Shrine of the Reaper building, Cathedral, and Honored Imperium
Statue inside the city are worth 2 Victory Points for the side that controls them.

At the end of the game, each side scores 1 Victory Point for each enemy unit that has been
completely destroyed. Units that are falling back at the end of the game, and units that are not on
the board at the end of the game, count as destroyed for the purposes of this mission. Remember
that Independent Characters and Dedicated Transports are individual units and award Victory
Points if they are destroyed.

SECONDARY OBJECTIVES
Slay the Warlord, First Blood, Through Attrition, Victory (see below).

Through Attrition, Victory
At the end of the game, you score 1 Victory Point for every 3 full Hull Points or Wounds that
have been lost by an enemy Lords of War unit. Note that Hull Points or Wounds that have been
lost but subsequently recovered due to Repair rolls, It Will Not Die or by any other means are
not counted when determining these Victory Points.

MISSION SPECIAL RULES
Night Fighting, Reserves

Aerial Assault: The only units that are allowed to Outflank into the city are Flyers, Skimmers,
Jump Infantry, Flying Monstrous/Gargantuan Creatures, and Jet Bikes.

D-weapons: For this scenario, cover and invulnerable saves (but not Feel No Pain, Reanimation
Protocols, etc.) will be allowed against a hit from a D-weapon unless the roll on the D-weapon
chart is a 6. The process will be as follows: Against a single model, roll to hit with the D-
weapon, then roll on the D-weapon damage chart. If the roll is not a 6, then the model gets to
make its cover or invulnerable save. If it fails, then resolve the damage. For multiple models
(such as those hit with a D-weapon with a blast/template effect), roll to hit and then roll a dice
for each model hit and consult the D-weapon damage chart. Any rolls that did not score a 6 can
be saved against. Those that fail then suffer the damage according to what was rolled on the
damage chart.





THE WALLS OF JERICHO 965 Points

COMPOSITION
1 Fortress Gate Section with bunkers
2 Fortress Wall Sections with
bunkers
2 Void Shield Generator Sections

TERRAIN TYPE
All Fortress sections are Large
Buildings (Armor Value 15) and
Massive Fortifications.

ACCESS POINTS & FIRE POINTS
As per model




WEAPONS
6 automated heavy bolters
2 automated assault cannons
2 automated plasma cannons
1 automated Hellhammer cannon
4 emplaced Quad-guns
2 emplaced Icarus lascannons

SPECIAL RULES
Mighty Bulwark
Munitions Vaults and Medicae
Annex
Fortified Battlements
Armored Gate
Defend to the Last Man
Void Shields

Mighty Bulwark
When a building with the Mighty Bulwark special rule suffers a penetrating hit, there is a -1
modifier to the roll on the Building Damage table.

Munitions Vault and Medicae Annex
The Walls of Jericho have massive ammunition stockpiles stored in armored vaults sunk into the
bedrock below it, as well as extensive medical facilities, intended to keep the troops garrisoning
it in peak fighting condition. All units either embarked within one of the fortress sections, or on
the Battlements of one of the sections, may re-roll all failed to wound rolls of a 1 and gain the
Feel No Pain (6+) special rule.

Fortified Battlements: A Wall section has a transport capacity of 0. Wall bunkers have a
transport capacity of 30 models. Models can be placed on the Battlements using the access points
on the model as per the Building rules, gaining a 3+ cover save and following all the rules for an
Infantry unit on a Buildings Battlements.

Armored Gate: As long as there are no enemy models within 12 of the Fortress Gate section,
friendly models may pass through the gate as though it were open terrain. If the Fortress Gate
section is reduced to an Armor Value of 0, the gate are is considered shattered and difficult
terrain instead of impassable terrain.

Defend to the Last Man: Any unit occupying any part of the Walls of Jericho gains the Stubborn
special rule, unless they are already Fearless.

Void Shields: Each section of the Walls of Jericho has a single Void Shield. Any hits scored by
shooting attacks against the building, models embarked within it or upon its battlements will
instead hit the void shield. A void shield has an Armor Value of 12. A glancing or penetrating hit
(or any hit from a Destroyer weapon) scored against a void shield causes it to collapse. After
this, further hits strike the original target instead. At the end of each of the controlling players
turns, roll a dice for the collapsed void shield; a roll of 5+ instantly restores it. In addition, the
walls also have 2 Void Shield Generators with 3 projected void shields each (see the Void Shield
Generator Data Sheet).



Weapon Range Str AP T W Sv Type
Assault Cannon 24 6 4 - - Heavy 4, Rending
Heavy Bolter 36 5 4 - - Heavy 3
Hellhammer Cannon 36 10 1 - - Ignores Cover, Massive Blast
Plasma Cannon 36 7 2 - - Heavy 1, Blast, Gets Hot!
Icarus Lascannon 96 9 2 7 2 3+ Heavy 1, Interceptor, Skyfire
Quad-Gun 48 7 4 7 2 3+ Heavy 4, Interceptor, Skyfire,
Twin-Linked

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