TAG TEAM – SCENARIO 1 (D6 ROLL OF 1 – 3)
When multi-ton goliaths crash together on the battlefield even the most hardened infantry soldier has much to fear.
Before the start of the game, divide the table in half with a line running west to east through the center of the table (use beads, dice, or other objects to show the devide). Heavy warjacks may trample without spending focus. Heavy warbeasts may trample without being forced.
Determine deployment zones and turn order with a standard starting roll, and use standard deployment zones.
A player wins if he ends his turn with two or more friendly warjack/warbeast models on his opponent's side of the centerline while none of his opponent's warjacks/warbeasts are on his side of the table, after the second round, or when the last opposing warlock/warcaster is destroyed or removed from play. Do not count wrecked or inert warjacks or wild warbeasts when determining whether or not a player has won the scenario.
UNDER FIRE – SCENARIO 2 (D6 ROLL OF 4-6)
A single well trained marksman can tie up an enemy advance. That advance can be halted altogether by a sniper in a secure location with a force to back him up.
Each player places a tower centered on the front line of their deployment zone. The tower is a large based friendly FACTION model. The tower is DEF 7, ARM 18 and can suffer 20 points of damage before being destroyed. Destroying a tower is the only way to affect or destroy the marksman within it. At the end of each Control Phase, a player may activate his marksman and make two attacks (RAT 8, RNG 14, POW 12). Measure the range of each shot from the
base of the tower. Each marksman may also fire once per round at an enemy model that ends its normal movement within 14" of the marksman's tower.
Determine deployment zones and turn order with a standard starting roll. Use standard deployment zones.
A player wins when he destroys his opponent's sniper tower or when the last opposing warlock/warcaster is destroyed or removed from play.
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