Our protagonists find themselves in a difficult situation. They return to the village where Garant is recovering. They are now out of supplies, with Jesyk and Greusch suffering the effects most acutely. The villagers have no food to spare. To make matters worse a group of Wretched, presumably out looking for them, is sighted. The scouts gather up their equipment and leave the village, only to find that the Wretched seem to be well organised and numerous and have groups searching in all directions. Temurian decides their only chance is to break through the cordon and escape west.
Temurian Q2+ C2 Leader, Pistol, frag grenade
Jesyk Q3+ C3 Sharpshooter, Assault rifle
Lesser Q3+ C2 HTH Specialist, Pistol (C1 due to underfed)
Greusch Q3+ C2 HTH Specialist, Pistol, Frenzy drug (C1 due to underfed)
Garant Q3+ C2 Gunsmith, Assault rifle (Q4 due to wound)
Wretched:
Wretched leader: Q3+ C2 Leader, Disease, Short Move, Pistol
1 x Wretched: Q4+ C2 Disease, Short Move, Assault rifle
5 x Wretched: Q4+ C2 Disease, Short Move, SMG
Scenario: Breakthrough
he attacker must attempt to break through a cordon of enemy troops and escape off-table. Anyone left behind will be subject to a fate worse than death!
Roll for who is attacker & who is defender. The defender sets up the terrain and should place at least five obstacles. Obstacles must be at least one Long from any other scenic item or any edge of the board, and can be ruins, piles of rubble, or areas of trees or scrub. The defender then sets up anywhere on the table with no figure being closer to any table-edge than one Long. The attacker then sets up within a Short of any one edge and must escape off the opposite side.
Whichever side is left on-table when its opponents are all killed or move or flee off-table gets the equipment etc. left on the table. The advance for the win is awarded to:
1 The attacker, if half or more of his group escape off the appropriate table-edge or if they cause the defenders to flee or kill all the defenders.
2 Otherwise, the defenders.
Any of the attacker’s figures left behind on the table, whether dead, paralysed, webbed etc., are permanently lost regardless of who wins the game.