As you pile off the train, leaving baffled travellers behind, you become aware of the roar of engines behind you, as 5 4x4 jeeps, with assault rifle armed men, start to come your way...
Ok, now is when we switch into combat time, and if you have not done this before, you might want to check the game rules again, or talk to me, or talk to some of the players who did the Training Mission.
We start midway through the first round, not long before Burn gets punched.
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STATE OF PLAY AT START OF: First round, third action
Airport Area between Train and Carpark
Coeus: 15/0/0
Heph: 15/0/0
Rade: 10/0/0
Celsius: 13/0/0
Cloud: 10/0/0
Castor: 15/0/0
5 vehicles each carrying one driver and three assault rifle armed bad guys
Lobby
San 10/0/0
Mors 11/0/0
Outside Lobby
Burn 7/0/2
Agent ?/0/0
Car Park
Virus 10/0/0
Fire 15/0/0
Ares 6/0/0
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In this action, the Agent jumps over the car, shooting at Burn as he pursues him, and Fire and Ares start to pull the car out of its obstruction.
I assume most the guys from the train will be running like hell but if you have any other ideas let me know...
Ok, just running, it would take three rounds to get to the fence between you and the car park. Not good.
Fire and Ares can get there in ONE round- which is why I was saying that you guys would appreciate it if they went your way...
No, Rade isn't armed, Celsius- none of you are! That's kindas the problem.
Ok, moving on...
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STATE OF PLAY AT START OF: First round, fourth action
Airport Area between Train and Carpark
Coeus: 15/0/0
Heph: 15/0/0
Rade: 10/0/0
Celsius: 13/0/0
Cloud: 10/0/0
Castor: 15/0/0
5 vehicles each carrying one driver and three assault rifle armed bad guys
Lobby
San 10/0/0
Mors 11/0/0
Outside Lobby
Burn 6/0/3
Agent ?/0/0
Car Park
Virus 10/0/0
Fire 15/0/0
Ares 6/0/0
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Ok, in this action, Burn rolls forwards with Shell of the Turtle, avoiding the last shots from the Agent. Fire and Ares free the car and spot Burn in trouble.
Ok, runners- this turn the jeeps are closing into firing range. You have fifteen shooters firing right now!