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Rescue Mission: Setup In this game the Allan is the attacker and the Chris is the defender.

The tabletop represents an outpost of the defender's faction where the are currentl holding the diplomat.
GANGS The defender sets up first. He deploys up to D6 of his gang as sentries, choosing which fighters he wishes to put on sentry duty. Sentries may be placed anywhere on the table at least the long stick away from a table edge. The attacker then deploys his gang within a short stick of a randomly selected table edge. STARTING THE GAME The attacker takes the first turn of the game. SENTRIES Until the alarm is sounded (see below sentries mo!e D6"# inches per turn. $oll separately for each sentry to determine how far he mo!es. %f the distance is negati!e then the attacking player is allowed to mo!e the sentry model. &or e'ample, a roll of ( gi!es a mo!e of "), so the attacker mo!es the sentry )* in any direction. +fter mo!ing each sentry, roll the Scatter dice, and turn the model to face the direction indicated. SOUNDING THE ALARM Until the alarm is sounded sentries mo!e as described abo!e. %n addition their ,ombat Skill is hal!ed (rounding fractions up and they may not shoot any weapons. +fter the alarm is sounded sentries may mo!e and attack freely. %n addition, the defender may bring on reinforcements as described below. The alarm can be sounded in a number of different ways- Spotting. $oll )D6 at the end of the defender.s turn. Sentries can try to spot any raiders that are within the distance rolled so long as they could normally be seen / ie they are within his arc of !ision.

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