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JOB // SEARCH AND RESCUE

DAMN IT!

We got to go and get them, we can't function without them, they break the ties. So we should try and get them back. Yeah I know they want a bounty for capturing them but we don't have it so the four of us are going to have to strap up and go and get 'em out of the hole they are presently in.

WHEN TO PLAY

If you had a Character go Down in the last Game, and you are facing the same Gang, you need to go rescue them.

The Attackers are going in with a 4 Member Group, but once you find the 5th member things will change.

There is no AP Penalty to the Attackers as they are not truly a Character down. The Gang holding them will do what they can to patch them up.

TERRAIN

As always, use a 2' × 2' Game Board, with the captured Character at some point on it. This could be in a building, in a cage, or just chained to a post.

SMASH AND GRAB

If you want, you can use the Smash and Grab rules. If you see a crate you can attempt to steal Resources from it. But remember you are really there to save the Founder.

GAME LENGTH

The Game lasts 8 Turns.

FREEING YOUR TEAM MATE

If you can free your team mate, they will be armed with a Pistol and nothing more.

ATTACKERS

  • +10 REP for freeing your team mate.
  • –10 REP for failing.
  • If the rescue fails, the Gang must also pay the Bounty: XP = REDs.

If the rescue fails, the captured Character is returned for the next Game once the bounty has been paid.

DEFENDERS

  • +10 REP for holding onto the captured Ganger, plus the XP = REDs Bounty.
  • –10 REP for failing to hold them.

If you can't detain a wounded Ganger, how are you going to defend this District?

DEFENDER REP DESTINATION

Roll 1D12. On 1–6, add the REP to the Gang's general REP. On 7–12, add it to a HAB Block's REP. If the Gang has no HAB Block, add it to the Gang's general REP instead.