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Background
You never thought it would happen. One of your own trusted soldiers has been secretly sending information into the hands of the enemy. You've just found out, they've just grabbed all their stuff and escaped, and the enemy has been detected at the outskirts of your citadel, presumably on the defector's tip-off. Save the court-martial for later, assuming you live that long...
Requirements
2 platoons; 1 Imperial, 1 Alliance. A difference in platoon size of no more than two members.
Territory
Any, with building(s).
Instructions
The defectors platoon should be deployed in and around one of the buildings on the landscape in a defensive posture, bearing in mind that this building is one of the platoon's strongholds. The must be ready to defend the structure to the last man and therefore, do not have to take bottle rolls. The attackers platoon should be situated within 6" of the edge of the landscape. The defectors platoon must select at random the member who is to defect, and the defector should be placed 6" from the defender's platoon on a heading for the safety of the attacker's platoon. For the duration of the game, the defector is controlled by the attacking platoon, and is treated as if he were unarmed.
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Objectives
Defending Victory
To win, the defending platoon must defeat the attackers, therefore giving the defector nowhere to escape.
Defector Taken Alive
If the defector is taken alive, it is assumed that he is tortured into revealing one of the attacking platoons territories, which is then transferred to the control of the defenders. The defector is then executed (follow the instructions for Defending Victory, Defector Killed).
Defector Killed
If the defector is killed after being put out of action, it is assumed that they have been killed in action. His equipment is returned to the platoon's stores.
Experience
Defector Rescued
If the defector is rescued, the defending lieutenant gains +15 experience and each platoon member gains +10, and the attacking lieutenant gains +10 experience and each platoon member gains +5.
Defector Killed
If the defector is killed, the attacking lieutenant gains +15 experience and each platoon member gains +10, and the defending lieutenant gains +10 experience and each platoon member gains +5.
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